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Returning 35 results for 'conditions ranger goodness to her remains'.
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conditions ranger goodness to her remain
conditions ranges goddess to her remain
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
Monsters
The Wild Beyond the Witchlight
will do.”
Ideal. “One who stands idle as evil remains unchecked is no friend or ally of mine. We all have an obligation to fight atrocity and corruption, to whatever extent we can.&rdquo
;
Bond. “Strongheart is a good egg, but I have yet to teach him all I know about being a true menace to evildoers.”
Flaw. “Retire? My goodness, no. I’ll retire when I’m
Monsters
Quests from the Infinite Staircase
":"damage", "rollAction":"Toxic Mold", "rollDamageType":"poison"} poison damage and has the blinded and deafened conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful
themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains
Monsters
The Book of Many Things
within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is
conditions.
If Aurnozci dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Lightning
Monsters
Quests from the Infinite Staircase
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
protocols will lead us toward progress more surely than any belief system. (Lawful)
5
Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do
Magic Items
The Wild Beyond the Witchlight
:
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
Magic Items
The Book of Many Things
, disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Monsters
Mordenkainen's Fiendish Folio Volume 1
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near
Talisman of Pure Good
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon
or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.
Roving Corpses. Needle spawn are created
by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the
illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area
Control Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the
monsters
Difficult Terrain caused by conditions on the ground, can move over liquids, and takes no damage from falling.
Magic Resistance. The invader has Advantage on saving throws against spells and other
fortunate hear the bloodcurdling hiss these things from beyond the stars emit as they attack. All that remains of their victims is a spray of gray powder amid crumpled clothing.
Secret. The invaders
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
miniature giant space hamster—a rather famous one, in fact. Boo’s adventures with Minsc the ranger, as well as his ferocity, are legendary. But Boo would be the first to tell you that he is just one of
this information and a host of other pieces of lore from Boo freely and loudly during his travels. This book presents much of that lore, but don’t expect commentary from the famous hamster himself. He’s too busy saving the multiverse and, as Minsc might put it, “kicking butt for goodness.”
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
miniature giant space hamster—a rather famous one, in fact. Boo’s adventures with Minsc the ranger, as well as his ferocity, are legendary. But Boo would be the first to tell you that he is just one of
this information and a host of other pieces of lore from Boo freely and loudly during his travels. This book presents much of that lore, but don’t expect commentary from the famous hamster himself. He’s too busy saving the multiverse and, as Minsc might put it, “kicking butt for goodness.”
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->Dungeon Master’s Guide
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
knew, I was lyin’ face-down in the dirt. My head was full of stars, an’ when I stood up an’ looked around, both the tree an’ the wee village were gone.
—Tale of Haravak the Ranger
Sprites oppose any
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
knew, I was lyin’ face-down in the dirt. My head was full of stars, an’ when I stood up an’ looked around, both the tree an’ the wee village were gone.
—Tale of Haravak the Ranger
Sprites oppose any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family’s nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains
and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. If the characters disturb the remains, the nursemaid’s specter appears and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family’s nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains
and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. If the characters disturb the remains, the nursemaid’s specter appears and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cordon of Arrows Level 2 Transmutation (Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (an ornamental braid)
Duration: 8 hours
You touch up to four nonmagical Arrows or Bolts
ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. Using
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
halves of a broken spear, as well as the charred and splintered remains of a wooden shield. (These are the remains of a cultist who was killed by a chimera.)
Altar If fresh blood is spilled on the
elapsed. The summoned chimera is immune to the charmed and frightened conditions, and it can’t leave the tabernacle. Once the altar has summoned a chimera, it can’t do so again for a tenday. Whoever drops the chimera to 0 hit points gains inspiration — a minor blessing from the god Malar.