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Returning 35 results for 'continue ranger giving to have reflection'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
Monsters
Fizban's Treasury of Dragons
sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to
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
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves, beholders, and other
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves, beholders, and other
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
the elf’s role as an adult. As a means to this end, elves in adolescence learn how to use trance to evoke memories of their waking lives, giving them opportunities to reflect on the joys of the mortal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
the elf’s role as an adult. As a means to this end, elves in adolescence learn how to use trance to evoke memories of their waking lives, giving them opportunities to reflect on the joys of the mortal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phoberos and Skophos Mogis reshaped our ancestors, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how
Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phoberos and Skophos Mogis reshaped our ancestors, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how
Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shared glimpses of the Realms in the pages of Dragon magazine, giving D&D players their first tales from the wizard Elminster, the old sage of Shadowdale, who occasionally found his way through a portal
adventures for fifth edition Dungeons & Dragons. Already, new heroes have accomplished great deeds and saved Faerûn from terrible evil and will continue to do so, as long as the flame of imagination draws them there.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shared glimpses of the Realms in the pages of Dragon magazine, giving D&D players their first tales from the wizard Elminster, the old sage of Shadowdale, who occasionally found his way through a portal
adventures for fifth edition Dungeons & Dragons. Already, new heroes have accomplished great deeds and saved Faerûn from terrible evil and will continue to do so, as long as the flame of imagination draws them there.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
and stories from the road. Hunters in these guilds may choose to travel in pairs: a mentor and apprentice. They protect each other, pass down their teachings, and continue guild traditions.
It’s
. Monster hunters are likely to join larger adventuring parties. A guild hunter in a party might continue to receive news, contracts, and even instructions from their guild whilst adventuring. A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stumbling back from a horrid event, consider giving the character inspiration for their fear-focused reaction (see “Inspiration” in the Player’s Handbook). Once a character gains inspiration in this way
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stumbling back from a horrid event, consider giving the character inspiration for their fear-focused reaction (see “Inspiration” in the Player’s Handbook). Once a character gains inspiration in this way
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
worlds in the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
worlds in the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(Animal Handling) check can successfully quiet them. Barbatos The neutral evil human ranger Barbatos is either here or in area 13 (a 50 percent chance for either; see appendix B for his stat block
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
warforged characters have spent the years since the end of the Last War trying to find a new way of life. For some warforged, the answer is to continue fighting the war one way or another, often as part
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities
warforged characters have spent the years since the end of the Last War trying to find a new way of life. For some warforged, the answer is to continue fighting the war one way or another, often as part
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(Animal Handling) check can successfully quiet them. Barbatos The neutral evil human ranger Barbatos is either here or in area 13 (a 50 percent chance for either; see appendix B for his stat block
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Krynn: Scenario 11” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Over Enemy Lines” section. WARRIORS OF KRYNN: SCENARIO 11
Kalaman’s
defenders undertake an attack to distract the Dragon Army, giving the characters an opportunity to reach the dragonnels and fly to the flying citadel. Read the introduction to scenario 11 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The characters can retreat away from the sounds of combat, but doing so means backtracking for six miles to find another route. If they continue ahead, they are confronted with a grisly scene. Though
grow louder. The tunnel ends at a ledge twenty feet above the floor of a large cavern, giving you a perfect view of the conflict below.
On the shores of an underground lake, a pack of frenzied
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
be quite sudden—or to give them a way to continue engaging in the quest while their companions attempt to bring them back to life. These interludes can be played as brief scenes where the player of
good or ill. Perhaps a villain the hero slew now exists as a broken misera, giving mute testament to the hero’s success. Characters who overcame their personal flaws might even be confronted with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Krynn: Scenario 11” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the “Over Enemy Lines” section. WARRIORS OF KRYNN: SCENARIO 11
Kalaman’s
defenders undertake an attack to distract the Dragon Army, giving the characters an opportunity to reach the dragonnels and fly to the flying citadel. Read the introduction to scenario 11 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
avoid entering the hall. All the color has leached out of his skin, hair, eyes, and apparel, giving him a strangely monochromatic look. And his problems don’t end there. A kenku named Kettlesteam stole
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
avoid entering the hall. All the color has leached out of his skin, hair, eyes, and apparel, giving him a strangely monochromatic look. And his problems don’t end there. A kenku named Kettlesteam stole
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and