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                        Returning 9 results for 'connected workings rangers'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Rangers Montolio held out his arm, and the great owl promptly hopped onto it, carefully finding its footing on the man’s heavy leather sleeve.
 “You have seen the drow?” Montolio asked.
 The owl
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
                                                
                                            
                                                
                                                     use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
                                                
                                            
                                                
                                                     details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     surface or the Sea of Light. Krakens and other mighty leviathans claim this realm. Isle of Dread One of the few islands on the plane is the Isle of Dread, which is connected to the Material Plane by means
                                                
                                            
                                                
                                                     populated by the descendants of sailors who never found a way home. Theoretically, travelers who understand the workings of the storm could use it to travel to a desired Material Plane world. Sea of Ice
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
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Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
                                                
                                            
                                                
                                                    , a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     were young. They now have children of their own, and all call me auntie. During my time with Gyrt and her kin, the people of the Elk explained much to me about the workings of their tribe — their
                                                
                                            
                                                
                                                     enemies among the other Uthgardt tribes. Yet when I attempted to explain how I, and elf from Evereska, was connected to folk in Waterdeep or Silverymoon, Gyrt just laughed. She had not seen these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     estate); a stone storehouse full of used saddles, bridles, and reins; and stone stables connected to a fenced-in riding yard and grazing field. Janele Karnveller (NG female Chondathan human commoner) is
                                                
                                            
                                                
                                                     staff cordial. The tavern is a popular hangout for rangers and scouts, most of whom sell their services as wilderness guides. One of Nemyth’s “regulars” is a friendly and capable guide named Zindra
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     character who succeeds on a DC 14 Intelligence (Arcana) check determines that the workings of the panels derive from strange sources — some taken from the planar craft that became the monastery, but also from
                                                
                                            
                                                
                                                     type of creature. With a successful DC 15 Intelligence (Nature) check, a character recognizes the hearts of three humanoids, a troll, and a dragon. Each canister is connected by a thin silver wire to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or
                                                
                                            
                                                
                                                     telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
 Actions
 Tentacle. Melee Weapon Attack: +7
                                                
                                            
                                        





