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Returning 35 results for 'construct wind ranger'.
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Magic Items
Dungeon Master’s Guide
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Magic Items
Forgotten Realms: Heroes of Faerûn
activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
Species
Mordenkainen Presents: Monsters of the Multiverse
with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Species
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level
Enhance ability
Gust of wind
Magic weapon
Summon beast *
3rd Level
Elemental weapon
Meld into stone
Revivify
Summon fey *
4th Level
Dominate beast
Summon elemental *
5th Level
Greater restoration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ SP)
Duration: Instantaneous
You flourish the weapon used
in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere
of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ranger Spells 1st Level
Absorb elements (abjuration)
Beast bond (divination)
Snare (abjuration)
Zephyr strike (transmutation)
2nd Level
Healing spirit (conjuration)
3rd Level
Flame
arrows (transmutation)
4th Level
Guardian of nature (transmutation)
5th Level
Steel wind strike (conjuration)
Wrath of nature (evocation)
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Warlock, Wizard 4th Summon Aberration Conjuration Yes No Warlock, Wizard 4th Summon Construct Conjuration Yes No Artificer, Wizard 4th Summon Elemental Conjuration Yes No Druid, Ranger, Wizard 5th Summon
Conjuration Yes No Druid, Ranger 2nd Tasha’s Mind Whip Enchantment No No Sorcerer, Wizard 3rd Intellect Fortress Abjuration Yes No Artificer, Bard, Sorcerer, Warlock, Wizard 3rd Spirit Shroud Necromancy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Spells 1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cube of Summoning Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears
until the next dawn.
Cube of Summoning 1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Conceptopolis, Andrew Mar Daern’s Instant Fortress, Cubic Gate,
Cube of Force, Cube of Summoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. Spirit
last commands, seeks revenge for its creator’s death, or destroys itself. Construct Nature. A scarecrow doesn’t require air, food, drink, or sleep. Scarecrow
Medium construct, chaotic evil
Armor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or
ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan. Conceptopolis Weapon of Warning (Trident), +1 Weapon (War Pick), Wind Fan, Winged Boots, Wings of Flying
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sting attacks remotely, though still on the devil’s turn and using its actions. Two half-orc monks named East Wind and West Wind protect the Grand Master at all times. Each is a martial arts adept with
these changes: East Wind is armed with a longsword that is a polymorph blade (see appendix D), granting him the following attack: Polymorph Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
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
C Phantasmal Killer Illusion C Polymorph Transmutation C Stone Shape Transmutation — Stoneskin Transmutation C, M Summon Aberration Conjuration C, M Summon Construct Conjuration C, M Summon Elemental
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
space as narrow as 1 inch without expending extra movement to do so.
Invisibility. The stalker has the Invisible condition.
Actions
Multiattack. The stalker makes three Wind Swipe attacks. It can
replace one attack with a use of Vortex.
Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage.
Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
the wind sweeping down from the Reghed Glacier. Six months ago, Macreadus, a sage and devout follower of Lathander (god of the dawn and rebirth), formed a plan to end Auril’s everlasting winter. He
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Modes of Travel The adventurers might find different ways to cross the Darklake, depending on how long they traverse it and who or what they encounter along the way. Since there is no wind in the
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
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->Tyranny of Dragons
, sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
of the lodge has a pitched roof. A wide triangular opening in the west wall allows wind and snow to enter. Near this opening, hanging from a chain bolted to a rafter, is a 20-foot-tall wooden cage that






