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Returning 35 results for 'content ranger grasping to have red'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
blue field
3
Hunting horn banded in gold on a gray field
4
Raised fist grasping an anchor on a quartered field of blue and white
5
Turtle with crenelated tower on its shell on a
white field
6
Dragon skull supported on either side by dragon wings on a red field
7
Yellow chicken foot on a black field
8
Lightning bolt splitting a galley in two on a blue field
Monsters
Quests from the Infinite Staircase
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
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
has taken on a young red shadow dragon as a protégé.
2
Two ancient dragon lovers—one ancient deep dragon;deep and one ancient white dragon;white—see each other only
Equipment
Combat
Utility
Whimsy
0
2
0
Snap vines are carnivorous plants with a thick central stalk and many thinner grasping, hook-like tendrils that they use to ambush unsuspecting birds and small rodents. The sap is a viscous orange-red fluid.
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
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->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->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->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 (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->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ensnaring Strike Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
chapter 6 of this book is a good parallel to the classic adventure, The Village of Hommlet, and the various sites in and around Red Larch can easily be relocated to the surrounding Kron Hills to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
chapter 6 of this book is a good parallel to the classic adventure, The Village of Hommlet, and the various sites in and around Red Larch can easily be relocated to the surrounding Kron Hills to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6
Dragon skull supported on either side by dragon wings on a red field 7 Yellow chicken foot on a black field 8 Lightning bolt splitting a galley in two on a blue field 9 Two crouching displacer beasts
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6
Dragon skull supported on either side by dragon wings on a red field 7 Yellow chicken foot on a black field 8 Lightning bolt splitting a galley in two on a blue field 9 Two crouching displacer beasts
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->Monster Manual
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any telepathic communication within
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
give characters a draconic heritage strongly linked to the three great dragon families. “Subclass Options” allows monk and ranger characters to explore deeper ties with dragonkind. “Heroes of the
, gem, and metallic dragon families. In his guise as a young monk, Bahamut helps a pair of adventurers
put an end to a young red dragon’s depredations
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->Fizban's Treasury of Dragons
give characters a draconic heritage strongly linked to the three great dragon families. “Subclass Options” allows monk and ranger characters to explore deeper ties with dragonkind. “Heroes of the
, gem, and metallic dragon families. In his guise as a young monk, Bahamut helps a pair of adventurers
put an end to a young red dragon’s depredations
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->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any telepathic communication within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, and the remainder were badly damaged. Mekkalath’s arrival caused additional destruction: the red dragon’s magic triggered volcanic activity that left the area riddled with flaming pits, rocky
the vaults below and drove them out. The angels refuse to abandon their posts and are content to wait as long as it takes for Mekkalath to depart. The remains of the abbey’s temple—surrounded by fires