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Returning 35 results for 'confusion reaching gentle to have ranger'.
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monsters
: Detect Magic, Eldritch Blast (two beams), Mage Hand
2/Day Each: Confusion, Detect Thoughts
1/Day Each: Black Tentacles, Fly, Major Image, Suggestion
Warp Reality. The seugathi magically
psychic drive to complete some task on behalf of the neothelids’ far-reaching plans. These directives are diverse, strange, and usually cruel toward humanoid life.
Because of their single-mindedness
monsters
Strike
2/Day Each: Comprehend Languages, Confusion, Detect Thoughts, Dispel Magic, Fireball, Hold Monster, Hypnotic Pattern, Phantasmal Killer, See Invisibility, Shield, Teleportation Circle
1
perpetual fury and rages at the slightest setback. This makes implanting her complex, far-reaching plan difficult. Belcorra knows the potential of the Fulcrum Lenses and the danger they pose, but she can
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
two centuries and storm giants as many as six. Stone giants are the exception, sometimes reaching over eight hundred years of age, as enduring as the stone for which they’re named. The Life Spans table
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
two centuries and storm giants as many as six. Stone giants are the exception, sometimes reaching over eight hundred years of age, as enduring as the stone for which they’re named. The Life Spans table
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
modifier increases to +4. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
modifier increases to +4. The character’s Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
C Flaming Sphere Evocation C Gentle Repose Necromancy R, M Gust of Wind Evocation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Levitate Transmutation C Locate Object
Necromancy — Confusion Enchantment C Conjure Minor Elementals Conjuration C Control Water Transmutation C Dimension Door Conjuration — Divination Divination R, M Fabricate Transmutation — Fire Shield Evocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Transmutation C Flaming Sphere Evocation C Gentle Repose Necromancy R, M Gust of Wind Evocation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Levitate
Divination C Banishment Abjuration C Blight Necromancy — Charm Monster Enchantment — Confusion Enchantment C Conjure Minor Elementals Conjuration C Control Water Transmutation C Dimension Door
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
touch 3rd blindness/deafness, gentle repose 5th animate dead, gaseous form 7th blight, confusion 9th cloudkill, contagion Halo of Spores 2nd-level Circle of Spores feature You are surrounded by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Transmutation C Flaming Sphere Evocation C Gentle Repose Necromancy R, M Gust of Wind Evocation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Levitate
Divination C Banishment Abjuration C Blight Necromancy — Charm Monster Enchantment — Confusion Enchantment C Conjure Minor Elementals Conjuration C Control Water Transmutation C Dimension Door
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
and has little patience for those who display arrogance and self-centeredness, instead elevating those who seek to elevate others. Although Karametra’s demeanor is gentle, her call to service is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
and has little patience for those who display arrogance and self-centeredness, instead elevating those who seek to elevate others. Although Karametra’s demeanor is gentle, her call to service is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
C Flaming Sphere Evocation C Gentle Repose Necromancy R, M Gust of Wind Evocation C Hold Person Enchantment C Invisibility Illusion C Knock Transmutation — Levitate Transmutation C Locate Object
Necromancy — Confusion Enchantment C Conjure Minor Elementals Conjuration C Control Water Transmutation C Dimension Door Conjuration — Divination Divination R, M Fabricate Transmutation — Fire Shield Evocation
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
touch 3rd blindness/deafness, gentle repose 5th animate dead, gaseous form 7th blight, confusion 9th cloudkill, contagion Halo of Spores 2nd-level Circle of Spores feature You are surrounded by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
Black Network, should the opportunity arise. The Lost Cause is anchored in Waterdeep’s bay. Other ships that might be available to the characters are presented in the “Reaching Svardborg” section in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
Black Network, should the opportunity arise. The Lost Cause is anchored in Waterdeep’s bay. Other ships that might be available to the characters are presented in the “Reaching Svardborg” section in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
. Arboreal fungus releases a cloud of confusion spores. The character must succeed on a DC 12 Constitution saving throw or have disadvantage on the next ability check they make. A torrent of falling
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
. Arboreal fungus releases a cloud of confusion spores. The character must succeed on a DC 12 Constitution saving throw or have disadvantage on the next ability check they make. A torrent of falling
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
into the mountains, and can provide warnings of early encounters through the fey woods and foothills (see “Reaching the Peaks,” below, and appendix A). The vampire’s coffin can also serve as a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
into the mountains, and can provide warnings of early encounters through the fey woods and foothills (see “Reaching the Peaks,” below, and appendix A). The vampire’s coffin can also serve as a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
underground river feeds the fountain and connects to the caverns of Ironbed Grotto (see “Reaching the Tomb”). Characters who enter the tomb via Ironbed Grotto emerge from the fountain’s waterspout, which
shaft (see “Reaching the Tomb”). Stairs. The stairs in the garden ascend to a trapdoor that Edino (see area X10) has sealed with an arcane lock spell. As an action, a character can use thieves’ tools to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
underground river feeds the fountain and connects to the caverns of Ironbed Grotto (see “Reaching the Tomb”). Characters who enter the tomb via Ironbed Grotto emerge from the fountain’s waterspout, which
shaft (see “Reaching the Tomb”). Stairs. The stairs in the garden ascend to a trapdoor that Edino (see area X10) has sealed with an arcane lock spell. As an action, a character can use thieves’ tools to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
upon reaching this area. She can’t remember why this particular location frightens her, and convincing her to enter the cave requires some gentle coaxing. The stench of rot pervades the air in this
to some terrible experiment. It hurt badly, but she managed to escape somehow. She flitted about in the darkness until reaching the cave mouth. She’s been sitting here feeling sad and missing Bunny
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more characters are destructive and rude, she bids them farewell upon reaching the forest’s edge and heads off on her own. Development. As she guides the characters through the forest, Tharra says she
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
upon reaching this area. She can’t remember why this particular location frightens her, and convincing her to enter the cave requires some gentle coaxing. The stench of rot pervades the air in this
to some terrible experiment. It hurt badly, but she managed to escape somehow. She flitted about in the darkness until reaching the cave mouth. She’s been sitting here feeling sad and missing Bunny
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more characters are destructive and rude, she bids them farewell upon reaching the forest’s edge and heads off on her own. Development. As she guides the characters through the forest, Tharra says she
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ranger with two gleaming scimitars and a black, quadrupedal animal companion Giant Fire Beetles The characters encounter 3d6 giant fire beetles scouring tunnels and caves for food. Characters in need
of them (their concerns are with the Underdark, after all). If the characters seem intent on reaching the surface, a society member might suggest they look for a guide in one of the Underdark’s larger
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
devise a method of reaching the giant castle, which hangs 1,000 feet in the air. The castle has a configuration similar to that of Lyn Armaal (see chapter 9, “Castle of the Cloud Giants”) and is home
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