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Returning 35 results for 'confession restrained guide to have rangers'.
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confession restrained give to have range
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefox’s next turn.By
day, the elves of Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keep’s
Monsters
Adventure Atlas: The Mortuary
grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
sardines
3
A groaning mummy
4
A patch of yellow mold (see the Dungeon Master’s Guide)
5
A slumbering vampire spawn
6
A portal to the Path of Graves (detailed in Adventure Atlas: The Mortuary)
Poison, Psychic
Monsters
Tomb of Annihilation
Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
Shapechanger. Ras Nsi
DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target.
Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Juiblex
Legacy
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Monsters
Out of the Abyss
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Backgrounds
Sword Coast Adventurer's Guide
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following lair actions; it can’t take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
.
Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague of Worms takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Feed", "rollDamageType":"necrotic
Yeenoghu
Legacy
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Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01–20
Monsters
Eberron: Rising from the Last War
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Dyrrn
d6
Flaw (lasts until cured)
1
“There&rsquo
Orcus
Legacy
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Monsters
Out of the Abyss
square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms
within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb’luu can grapple only one creature
’s Guide for more on madness.
Madness of Fraz-Urb’luu
d100
Flaw (lasts until cured)
01–20
“I never let anyone know the truth about my actions or
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Ranger
Legacy
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Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ranger Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused
on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities. Ranger Subclass Guild Beast Master
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ranger Standing as a bastion between civilization and the wilderness, Boros rangers scout the rubblebelts and other wild areas of Ravnica. Gruul rangers serve a similar role, though they are focused
on protecting their clans from the encroachment of civilized forces such as the Boros. Selesnya and Golgari rangers are focused on protecting their communities. Ranger Subclass Guild Beast Master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully
violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion
, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Class Features
As a paladin, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
all part of the spirit world, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be druids of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
all part of the spirit world, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be druids of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ranger The characters encounter a helpful ranger, who might be a member of the Emerald Enclave or simply a wanderer of the wilderness. Either way, the ranger is happy to serve as a guide or a source
of information. There is a 50 percent chance that the ranger has a riding horse, one or more beast companions, or both. A ranger with neither travels alone on foot. Two sample rangers are presented
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ranger The characters encounter a helpful ranger, who might be a member of the Emerald Enclave or simply a wanderer of the wilderness. Either way, the ranger is happy to serve as a guide or a source
of information. There is a 50 percent chance that the ranger has a riding horse, one or more beast companions, or both. A ranger with neither travels alone on foot. Two sample rangers are presented
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Insight) check intuits that something weighs heavily on Nargis’s mind, though the tavern keeper won’t say what (see “Nargis’s Confession” below). If asked about the attempt on Zenia’s life, Nargis
characters’ questions, use the following details to guide the conversation: Zenia was shopping along the River of Gold, escorted by several of her family’s servants, when she suddenly felt ill. A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon druids, often assuming
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon druids, often assuming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).