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Returning 35 results for 'conditions ranger gods to her returner'.
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condition ranges gods to her return
Monsters
Icewind Dale: Rime of the Frostmaiden
pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
Monsters
Icewind Dale: Rime of the Frostmaiden
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Icewind Dale: Rime of the Frostmaiden
artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits
possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can’t be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing
The Great Old One
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
monsters
Alien Mind. The gug has Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Combat Reflexes. The gug has an extra Reaction that can be used only for Opportunity
prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of
monsters
end of its next turn.
Fortitude. One of the following conditions of the widow’s choice ends on the target: Charmed, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned.
Vigor. The
target regains 10 Hit Points.Once a priestess committed to healing the sick through divine rites, the Weeping Widow abandoned the gods after a personal tragedy and turned to sinister science. Believing
monsters
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
cultists, tearing down their shrines and cursing the gods that they believe have turned against them.
Corruption Runs Deep. With each passing year, the land grows more and more tortured. Natural animals
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
characters. If, on completing the adventure, you wish to extend it further, consult the “Extending the Adventure” section at the end of this chapter. Martin Mottet Isolated for centuries, the masked citizens of Cynidicea
seek to appease old gods, restless spirits, and ancient evils
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
), while others are akin to gods or primordial beings of the Elemental Planes. Some are thought to be imprisoned, while others are said to be slumbering until they awaken in some apocalyptic cataclysm
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
), while others are akin to gods or primordial beings of the Elemental Planes. Some are thought to be imprisoned, while others are said to be slumbering until they awaken in some apocalyptic cataclysm
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
characters. If, on completing the adventure, you wish to extend it further, consult the “Extending the Adventure” section at the end of this chapter. Martin Mottet Isolated for centuries, the masked citizens of Cynidicea
seek to appease old gods, restless spirits, and ancient evils
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
, ranger)
3 I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)
4 I have a dragon for a mentor or patron. (Bard, druid, fighter
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
, ranger)
3 I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)
4 I have a dragon for a mentor or patron. (Bard, druid, fighter
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Likes... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
... Primary Ability Complexity Barbarian Battle Strength Average Bard Performing Charisma High Cleric Gods Wisdom Average Druid Nature Wisdom High Fighter Weapons Strength or Dexterity Low Monk Unarmed
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Disaster Strikes As volcanic eruptions shake the earth, the ancient Twin Gods Observatory topples When a character climbs to at least half the height of the observatory—whether using the steps or
of the situation and track their movement through the tower. Twin Gods Observatory will collapse after 6 rounds or whenever feels appropriately dramatic. Emphasize the tower’s precarious state by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lands becomes a ranger. True rangers go out into nature and find it holy, and like paladins, they are touched by something divine. Their gods and creeds might differ, but rangers share similar values
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Disaster Strikes As volcanic eruptions shake the earth, the ancient Twin Gods Observatory topples When a character climbs to at least half the height of the observatory—whether using the steps or
of the situation and track their movement through the tower. Twin Gods Observatory will collapse after 6 rounds or whenever feels appropriately dramatic. Emphasize the tower’s precarious state by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lands becomes a ranger. True rangers go out into nature and find it holy, and like paladins, they are touched by something divine. Their gods and creeds might differ, but rangers share similar values
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Eldritch Domain Wield the Power that Killed the Gods
Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls
gods.
Level 3: Eldritch Domain Spells Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Eldritch Domain Spells table
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
you regain all expended uses when you finish a Short or Long Rest. Level 3: Vermin Lord Spells When you reach a Ranger level specified in the Vermin Lord Spells table, you thereafter always have the
listed spells prepared. Vermin Lord Spells Ranger Level Spells 3 [Tooltip Not Found] 5 Animal Messenger 9 [Tooltip Not Found] 13 Freedom of Movement 17 Contagion Level 7: Filth and Fortitude The
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
At Ranger level 11, the extra Poison damage increases to 2d4, and you regain all expended
Effects last until the end of your next turn, unless its description states otherwise. Level 3: Green Reaper Spells When you reach a Ranger level specified in the Green Reaper Spells table, you thereafter
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
search for the Morkoth. Weather conditions might hinder their search, but there is no chance of the castle’s being blown off course by a storm. Flying Mounts Because the Trackless Sea is vast and its