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Returning 35 results for 'conditions ranger grinding to her rough'.
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conditions ranger grinding to her rogue
Monsters
Mythic Odysseys of Theros
AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its
Tromokratis.
Rough Waters. Tromokratis is a particularly cantankerous nadir kraken that has claimed all the sea as its territory. A tumultuous sea is often attributed to Tromokratis battling another kraken
Magic Items
The Book of Many Things
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
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
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->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in
immortality of undeath. If the dark gift is accepted, its effect doesn’t occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
wilderness, companioning with animals: most people wouldn’t view these things as obvious assets for the rough-and-tumble business of running an Acquisitions Incorporated franchise. But most people are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in
immortality of undeath. If the dark gift is accepted, its effect doesn’t occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
wilderness, companioning with animals: most people wouldn’t view these things as obvious assets for the rough-and-tumble business of running an Acquisitions Incorporated franchise. But most people are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians
depicted as green for reasons lost to time. The folk of the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardest while living under the harshest conditions. Warehouses, poorhouses, and tenements dominate much of the area. Streets are steep throughout, and few have space alongside for pedestrians
depicted as green for reasons lost to time. The folk of the Dock Ward take competition seriously, and they frequently draft their champions from the rough-and-tumble sailors who come to the city
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
a dead, hateful deity of any origin you choose. This vestige can’t be harmed or controlled, and it is immune to all conditions. Any creature that touches the amber monolith forms a telepathic link
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fashion. AMBER SARCOPHAGI
An amber sarcophagus looks like a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Trapped inside the block is a sliver or wisp of utter darkness no
to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fashion. AMBER SARCOPHAGI
An amber sarcophagus looks like a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Trapped inside the block is a sliver or wisp of utter darkness no
to all conditions.
An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
a dead, hateful deity of any origin you choose. This vestige can’t be harmed or controlled, and it is immune to all conditions. Any creature that touches the amber monolith forms a telepathic link
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
flanked by a pair of twenty-foot tall stone statues of rough-hewn humanoids, their faces grim masks of forbiddance. Next to each statue is a human guard encased in stone armor.
Two Black Earth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
flanked by a pair of twenty-foot tall stone statues of rough-hewn humanoids, their faces grim masks of forbiddance. Next to each statue is a human guard encased in stone armor.
Two Black Earth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
-cold water. Illumination So long as the Everlasting Rime lasts, natural light in Icewind Dale is never brighter than dim. In normal (non-blizzard) conditions, twilight extends from 10 a.m. to 2 p.m