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Returning 35 results for 'conflicted ranger groups to her receives'.
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Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in
Aasimar
Legacy
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Species
Volo's Guide to Monsters
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ranger The ranger class receives new features and subclasses in this section.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ranger The ranger class receives new features and subclasses in this section.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Martira Bay The foggy port of Martira Bay is no stranger to mystery. A center of trade, the city receives regular visits from eerie vessels from mysterious lands. The oddities these ships bring make
conspiracies from the city’s notorious fortress, the Black Tower (see “Other Groups” later in this chapter for details). An unprecedented number of serial killers prey on Martira Bay, most infamously the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Martira Bay The foggy port of Martira Bay is no stranger to mystery. A center of trade, the city receives regular visits from eerie vessels from mysterious lands. The oddities these ships bring make
conspiracies from the city’s notorious fortress, the Black Tower (see “Other Groups” later in this chapter for details). An unprecedented number of serial killers prey on Martira Bay, most infamously the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Wisdom 13 Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Ranger Dexterity 13 and Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Wisdom 13 Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Ranger Dexterity 13 and Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Charisma 13 Cleric Wisdom 13 Druid Wisdom 13 Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Ranger Dexterity 13 and Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Charisma 13 Cleric Wisdom 13 Druid Wisdom 13 Fighter Strength 13 or Dexterity 13 Monk Dexterity 13 and Wisdom 13 Paladin Strength 13 and Charisma 13 Ranger Dexterity 13 and Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
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
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
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
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
groups. Their primary focus is places where the natural world and civilization intersect, because that’s where the natural order is most easily upset. Humanoids and monsters alike can become a threat
. Delaan Winterhound Neutral good male half-elf ranger Ideals: Balance, life (“In all good hearts is a spot of darkness, and in all tragedy is a glimmer of light.”) Interaction Traits: Quiet Pledged
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
groups. Their primary focus is places where the natural world and civilization intersect, because that’s where the natural order is most easily upset. Humanoids and monsters alike can become a threat
. Delaan Winterhound Neutral good male half-elf ranger Ideals: Balance, life (“In all good hearts is a spot of darkness, and in all tragedy is a glimmer of light.”) Interaction Traits: Quiet Pledged
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dozen other cadets (a mixture of acolyte, apprentice wizard, and bandits), all lined up before the counter or seated at tables. Each character who joins the line receives a bowl containing a smoky
groups to create a competitive training exercise on the academy’s Simulations Deck. The Simulations Deck is a magical marvel equipped with three simulation chambers that magically create the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dozen other cadets (a mixture of acolyte, apprentice wizard, and bandits), all lined up before the counter or seated at tables. Each character who joins the line receives a bowl containing a smoky
groups to create a competitive training exercise on the academy’s Simulations Deck. The Simulations Deck is a magical marvel equipped with three simulation chambers that magically create the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
groups, whether they’re general infantry, magical artillery, or elite special forces. These characters come from all classes and backgrounds—for some, their background before joining the military is more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
groups, whether they’re general infantry, magical artillery, or elite special forces. These characters come from all classes and backgrounds—for some, their background before joining the military is more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
young ranger who has recently returned from a three-year journey to explore the North. He came back with a wife, the sorceress Ylienna of Silverymoon, and has begun to take on more of his father’s
behavior. The Ogres For reasons I can’t fathom, Harstvale and its surrounding mountain ranges host many tribes of ogres — indeed, not mere family groups, but whole tribes of them! Whereas elsewhere ogres
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung
itself on a success.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim. Members in good standing of any of those groups can contact their organizations and convince them that an expedition must be mounted to find the Morkoth, for the sake of all civilization. Roll
owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung
itself on a success.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
young ranger who has recently returned from a three-year journey to explore the North. He came back with a wife, the sorceress Ylienna of Silverymoon, and has begun to take on more of his father’s
behavior. The Ogres For reasons I can’t fathom, Harstvale and its surrounding mountain ranges host many tribes of ogres — indeed, not mere family groups, but whole tribes of them! Whereas elsewhere ogres
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim. Members in good standing of any of those groups can contact their organizations and convince them that an expedition must be mounted to find the Morkoth, for the sake of all civilization. Roll
owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thick, battle-scarred iron lockbox
Paladin A metal case with fine engraving and scrollwork
Ranger A fur-lined bindle
Rogue A nondescript coin pouch
Sorcerer A battered leather
satchel, you cannot draw forth any more items until the next dawn. Portable Hole Satchel At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thick, battle-scarred iron lockbox
Paladin A metal case with fine engraving and scrollwork
Ranger A fur-lined bindle
Rogue A nondescript coin pouch
Sorcerer A battered leather
satchel, you cannot draw forth any more items until the next dawn. Portable Hole Satchel At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
accompanying “Brigganocks and Korreds” sidebar describes how the characters can facilitate a truce between the two groups of Fey and unite them against Endelyn Moongrave. Dance of the Korreds
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Intelligence is halved; when the second stage is over, its Intelligence score increases by 1d6. To complete the process, the thrall receives a new set of proficiencies, a new alignment, and a new
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Intelligence is halved; when the second stage is over, its Intelligence score increases by 1d6. To complete the process, the thrall receives a new set of proficiencies, a new alignment, and a new
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control