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Returning 35 results for 'conjures ranger guard to her respectively'.
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Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
elementals — that work to preserve life and the order of the planes.
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
Distant Strike, Planar Warrior (2d8)
15th
Spectral Defense
Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
elementals — that work to preserve life and the order of the planes.
Horizon Walker Features
Ranger Level
Feature
3rd
Horizon Walker Magic, Detect Portal, Planar Warrior (1d8)
7th
Ethereal Step
11th
Distant Strike, Planar Warrior (2d8)
15th
Spectral Defense
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
Monsters
Bigby Presents: Glory of the Giants
on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Vortex"}. The cradle conjures a vortex of wind at a
seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional
Monsters
Bigby Presents: Glory of the Giants
. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Monsters
Bigby Presents: Glory of the Giants
guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants
within fully awakens.ThunderCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere
Monsters
Bigby Presents: Glory of the Giants
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep
?
Horizon Walker Features Ranger Level Feature 3rd Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 7th Ethereal Step 11th Distant Strike, Planar Warrior (2d8) 15th Spectral Defense
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
opportunities for the coven’s minions to attack them while their guard is down. Health services at the temple include the following:
Entry to the bathhouse costs 5 gp per person and includes the
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
opportunities for the coven’s minions to attack them while their guard is down. Health services at the temple include the following:
Entry to the bathhouse costs 5 gp per person and includes the
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
-Fizban
Your connection to the natural
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
Hathradiah—mispronounced as Emmanuel and Hebediah, respectively. A successful DC 14 Intelligence (History) check allows a character to recall the real names of Demogorgon’s heads.
"The Demogorgon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and stored here. When the mine was sacked, the orcs disturbed the delicate magic in the area, unhinging
harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours (see
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and stored here. When the mine was sacked, the orcs disturbed the delicate magic in the area, unhinging
harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours (see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
Hathradiah—mispronounced as Emmanuel and Hebediah, respectively. A successful DC 14 Intelligence (History) check allows a character to recall the real names of Demogorgon’s heads.
"The Demogorgon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ranger: Drakewarden They say that rangers tend to look a lot like their bestial companions. That makes Drakewardens among the most attractive of humanoids!
-Fizban
Your connection to the natural
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
based on their contents.
A2: Guard Nook Sam Keiser
A small, bipedal reptile stands guard in this nook.
A Kobold Warrior keeps watch in this nook. The guard is initially Indifferent
the characters. The kobolds’ initial attitude is Indifferent. If they learn the characters eliminated the guard in area A2, these kobolds are Hostile.
Treasure. Stashed in the junk pile are 25 GP and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, as with building a Ranger who focuses on Exploration traits. By creating a foundation of natural capability on which your class can further build, you can shape a character to make them the absolute
+2 and +1, respectively. If you use a heritage from another book and that heritage offers a standard setup for increasing starting ability scores, you can use that setup instead. Choosing Languages
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Bandit, blood hawk, boggle (WW), brigganock (WW), camel, displacer beast kitten (WW), flying snake, giant crab, giant rat, giant weasel, guard, harengon brigand (WW), mastiff, merfolk, mule
travelers, and lost souls trying to find a way home. Use the Domain Visitors table to generate encounters with such folk. Domain Visitors d8 Visitor 1 A ranger (use the scout stat block) searching
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Bandit, blood hawk, boggle (WW), brigganock (WW), camel, displacer beast kitten (WW), flying snake, giant crab, giant rat, giant weasel, guard, harengon brigand (WW), mastiff, merfolk, mule
travelers, and lost souls trying to find a way home. Use the Domain Visitors table to generate encounters with such folk. Domain Visitors d8 Visitor 1 A ranger (use the scout stat block) searching