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Returning 28 results for 'confident reflections guards to have ranger'.
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Classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
Classes
Tasha’s Cauldron of Everything
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
towers bristling with sleepless guards and abominations of unliving flesh. The Bothros A bottomless chasm yawns at the north edge of Odunos. Nothing that has fallen into its depths has ever been recovered
encountered, confident that one of these victims would be Phenax. Yet, when Phenax became a god, he evaded his pursuer, leaving Tymaret and his legions of Returned to eternally, fruitlessly kill in Erebos’s name.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident that no enemies followed
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft’s walls. Strahd’s guards, seeing him for a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reclusive orders, but these outposts serve Elemental Evil. When the characters infiltrate or defeat these disguised groups of cultists, they discover that each Haunted Keep guards a passage leading to a huge
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
iron bars that can be removed only by creatures in area X2. If the party approaches the doors with an armed escort, one of the guards knocks on the doors six times, which signals the guards in area X2 to
lift the bars and open the doors. The guards in area X2 won’t open the doors unless they hear a sequence of six knocks—no more, no less. The doors have AC 17, 80 hit points, a damage threshold of 10
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
guards and wards spell (save DC 13) for the next 24 hours. 11–15 A mundane part of one random character’s surroundings—perhaps a tree bole or a stuffed animal head—animates for 1 minute and whispers a
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Villa Locations The following area descriptions are keyed to map 1.5. V1. Yard Nine lawful evil human guards patrol the yard in three groups of three. When the characters first arrive, these groups
are located at the points marked “V1” on map 1.5, and are circling the yard counterclockwise. The guards attack anyone who trespasses onto the estate without the consent or prior notification of Duke
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to a neutral good clan made up of four adult cloud giants, three young cloud giants, four pet griffons, and eight stone giants that serve as guards. The young cloud giants use the hill giant
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
plans to visit an old friend — a ranger named Quinn Nardrosz who lives in Jalanthar. If she’s friendly toward the characters, she invites them to join her, saying she could use the company. If the
conflict between dragons and giants, and she urges the characters to seek out a powerful good dragon, convince it to contact other good dragons, and use them to combat the giants. Naxene is confident
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
over to drop off their gear, four cadets march toward them. One of those cadets—a confident-looking moon elf—hurls her kit bag onto the bunk before the character can get there. “Change of plan, greenie
independent merchant vessels delivering supplies. Security guards at the stairs leading to the Sky Dock challenge anyone trying to enter this area without proper authorization (see “Exploring the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Zhentarim have diversified into mercantile pursuits. Zhent guards now ride alongside caravans of their own. And whereas a military organization served it well in the chaotic period after its fall, my source
, bred and trained to defend Darkhold and to obey the Pereghost. Their trainer is a ranger named Grigarr, whose body is pocked with myriad scars from wyvern stings. The man is a greedy wretch who claims he
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
asked; it doesn’t twist its answers or waste an answer on a frivolous question asked without thought. If asked about how to retrieve a soul from the House of Cards, it answers, “The Rogue guards the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
questionable circumstances is brought to the court’s attention, the word of a Flaming Fist or Watch officer suffices to convict, and the judge has only to stamp a seal on the paperwork that the guards have
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
questionable circumstances is brought to the court’s attention, the word of a Flaming Fist or Watch officer suffices to convict, and the judge has only to stamp a seal on the paperwork that the guards have
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
male and female Tethyrian human veterans) as guards, three of whom stand watch outside the griffon pens while the others rest in a cramped loft above the griffons’ stalls. If one or more characters are
slip into the forge, murder a few guards, trap the fire primordial in the flask, and try to flee with their prize. If the characters are in Gauntlgrym prior to visiting Ironslag (see chapter 8, “Forge of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
caravan that came from Beliard through Westbridge, arriving in Red Larch two days ago. The caravan continued south without Zomith, but she can confirm that she brawled with Mirabaran guards from the
doesn’t have a jail or court. The shop is the closest thing. Harburk employs four trusties, who bunk in the fourth building. The trusties are assistant constables (human guards) who also work for Jalessa as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
whimpering comes from inside it.
Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie
direct the characters to head toward “Yusdrayl on her dragon throne,” giving them simple directions to area 21 and warning them to avoid rousing the ire of Yusdrayl’s elite guards. 17. Dragon Chow A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with fire-hurling catapults aimed toward the Evermoors. Mornbryn was a ranger of some fame in the North centuries ago, and legend has it that his treasure-filled tomb is hidden somewhere close by. The
the characters defeat or circumvent these guards, they arrive at Nesmé to find Zhentarim representatives awaiting the arrival of a female fire giant representing Duke Zalto (see chapter 8, “Forge of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
Heartbreaker and Hellraiser only No one is allowed down here without the captain’s permission, and the guards have orders to kill trespassers on sight. This area contains the following features: Two