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Returning 33 results for 'conquest rangers grasp to her readily'.
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
classes
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
A Broad Spectrum
With their penchant for migration
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
descendants have finally emerged, competing among themselves to determine which leader deserves the imperial crown. Once this is settled, they will turn to the conquest of Darguun and Khorvaire. The Dhakaani
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
descendants have finally emerged, competing among themselves to determine which leader deserves the imperial crown. Once this is settled, they will turn to the conquest of Darguun and Khorvaire. The Dhakaani
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
throughout the Valikan Clans. The Primordials also warn that drawing power from Gormadraug may even awaken him, and they readily smite any druids or rangers who try.
can be summoned. Rangers who stalk the gloom or deal in poisons may petition Ilhara for aid. She is of particular importance to the spies of Clan Morgöng in Valika. Gormadraug Primordial of All
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
forever shattered when Strahd led a bloody crusade against the enemies of his family that ended here with the slaughter of hundreds. Struck by the scenic beauty of his most recent conquest and eager to
, a secret society of wereravens. Not powerful enough to defeat Strahd on their own, the Keepers readily assist adventurers who find themselves drawn into Strahd’s domain. My army settled in the valley
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
forever shattered when Strahd led a bloody crusade against the enemies of his family that ended here with the slaughter of hundreds. Struck by the scenic beauty of his most recent conquest and eager to
, a secret society of wereravens. Not powerful enough to defeat Strahd on their own, the Keepers readily assist adventurers who find themselves drawn into Strahd’s domain. My army settled in the valley
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
territory. Colors of Conquest Three colors have special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
territory. Colors of Conquest Three colors have special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
centaurs, minotaurs, and satyrs more readily than unpredictable humans and alien tritons. Leonin Communities Leonin prides typically occupy dens or mobile tent cities, or possibly both at different
, though they generally disdain working for anyone but other leonin. Numerous leonin fighters and rangers count themselves as Ironmanes. Sun Guides True children of Oreskos, the Sun Guides have lived in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
centaurs, minotaurs, and satyrs more readily than unpredictable humans and alien tritons. Leonin Communities Leonin prides typically occupy dens or mobile tent cities, or possibly both at different
, though they generally disdain working for anyone but other leonin. Numerous leonin fighters and rangers count themselves as Ironmanes. Sun Guides True children of Oreskos, the Sun Guides have lived in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
cottage exudes a warm glow. Smiles come readily but last too long. Wildflowers grow from the carcasses of mutated lambs. The Mists deposit visitors to Tepest near Viktal, whose folk encourage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
cottage exudes a warm glow. Smiles come readily but last too long. Wildflowers grow from the carcasses of mutated lambs. The Mists deposit visitors to Tepest near Viktal, whose folk encourage
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
which leader deserves the Imperial crown; once this is settled, they will turn to the conquest of Darguun and Khorvaire. The Dhakaani are far fewer in number than the Ghaal’dar; they had to carefully
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
which leader deserves the Imperial crown; once this is settled, they will turn to the conquest of Darguun and Khorvaire. The Dhakaani are far fewer in number than the Ghaal’dar; they had to carefully
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sir Baerdren would readily surrender his position, were it not for his distrust of his seneschal, Ofejjaia of Korth.
Lady Ofejjaia, it seems, has other issues on her personal agenda besides
any character can play this role; there are barbarians whose fury is fueled by their devotion, and rangers sworn to track down the enemies of the faith. The soldier and folk hero backgrounds are well suited to such champions of the faith.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sir Baerdren would readily surrender his position, were it not for his distrust of his seneschal, Ofejjaia of Korth.
Lady Ofejjaia, it seems, has other issues on her personal agenda besides
any character can play this role; there are barbarians whose fury is fueled by their devotion, and rangers sworn to track down the enemies of the faith. The soldier and folk hero backgrounds are well suited to such champions of the faith.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Nordenland. Rauland was a land of builders who resisted conquest through technology. Meanwhile, the proud Unterfolk keep a long military tradition stretching deep into their history as warring tribes. At
have weaved the power of the arcane since the god Ulmyr first taught them how to grasp it. Diversity runs through the cultures of Nordenland. While folk who reside in the west hew to the Bürach Empire
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. One key to this devotion is the fact that a dragon’s power is more concrete than the power of most gods; the supernatural fear inspired by a dragon’s presence readily translates into reverence among
an iron grip, bringing the spoils of conquest and the tribute of conquered peoples to swell the dragon’s hoard. Those minions might be Humanoids, violent monsters, or a mix of both, forming an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. One key to this devotion is the fact that a dragon’s power is more concrete than the power of most gods; the supernatural fear inspired by a dragon’s presence readily translates into reverence among
an iron grip, bringing the spoils of conquest and the tribute of conquered peoples to swell the dragon’s hoard. Those minions might be Humanoids, violent monsters, or a mix of both, forming an
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, but is cautious, not wishing to trade the Crimson Court for conquest by the Bürach Empire. Order of Dawn The Order of Dawn are Raevo’s sword against the Crimson Court. A fellowship of knights, clerics
with toxic spores. Few inhabit the Black Mire, except perhaps spies and rangers who use the bog to travel unseen. Reclusive druids may feel an affinity for this land, despite its repulsiveness. Hag
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
fell. Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isn’t readily accessible. The area isn’t abandoned, though. Undead horrors wait in its darkest
ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
fell. Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isn’t readily accessible. The area isn’t abandoned, though. Undead horrors wait in its darkest
ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
by a griffon-shaped indentation in the earth, the form of which isn’t readily apparent until one takes to the air or climbs to the top of the rocky spire. The stone giants smashed the marble altar to
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
by a griffon-shaped indentation in the earth, the form of which isn’t readily apparent until one takes to the air or climbs to the top of the rocky spire. The stone giants smashed the marble altar to
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to hear something other than the same tales of conquest Vrakir’s armies always tell. A character who succeeds on a DC 15 Charisma (Performance) check can command Kalimrax’s rapt attention for up to 1
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to hear something other than the same tales of conquest Vrakir’s armies always tell. A character who succeeds on a DC 15 Charisma (Performance) check can command Kalimrax’s rapt attention for up to 1
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
double damage to objects and structures.
Actions
Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two
condition. On a successful save, a creature takes half as much damage only.
Entombing Grasp (Recharge 6). The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
double damage to objects and structures.
Actions
Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two
condition. On a successful save, a creature takes half as much damage only.
Entombing Grasp (Recharge 6). The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it