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Returning 35 results for 'correct wall ranger'.
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Monsters
Fizban's Treasury of Dragons
the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Ancient Dragon Turtle;Ancient
nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable
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
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
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->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->Tomb of Annihilation
34. Peephole If one or more characters approach this area from the south, read: The corridor turns sharply to the left. At the corner just before the turn, a peephole is carved into the stone wall at
a height of 6 feet.
The peephole forms one end of a 5-foot-long tube cut through the solid rock wall. Magnifying lenses set throughout the tube give anyone who peers through the hole a clear view
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
34. Peephole If one or more characters approach this area from the south, read: The corridor turns sharply to the left. At the corner just before the turn, a peephole is carved into the stone wall at
a height of 6 feet.
The peephole forms one end of a 5-foot-long tube cut through the solid rock wall. Magnifying lenses set throughout the tube give anyone who peers through the hole a clear view
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
from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
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
from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who succeeds on a DC 20 Wisdom (Perception) check spots a panel on the east wall that, when pushed, reveals a secret door. A lever on the wall controls the elevator’s operation. On the wall to the
unless a yellow key card is inserted into the card slot or the three dials are set to the correct sequence of glyphs. The sequence can be found in the tome Elevator Manual in area 3. Once the elevator is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who succeeds on a DC 20 Wisdom (Perception) check spots a panel on the east wall that, when pushed, reveals a secret door. A lever on the wall controls the elevator’s operation. On the wall to the
unless a yellow key card is inserted into the card slot or the three dials are set to the correct sequence of glyphs. The sequence can be found in the tome Elevator Manual in area 3. Once the elevator is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
creatures who fail to speak the correct passphrase. The current passphrase is “black mask.” Characters are given three chances to utter the correct phrase before Ukurlahmu attacks. Before it attacks, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
creatures who fail to speak the correct passphrase. The current passphrase is “black mask.” Characters are given three chances to utter the correct phrase before Ukurlahmu attacks. Before it attacks, the
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
from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
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
from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
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->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->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->Uni and the Hunt for the Lost Horn
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Points. (This is included above.) Ranger Class Features Level 1: Favored Enemy You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all
cast with this feature. Choose five level 1 Ranger spells. If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given
here. Using the clues in the statue’s message, all five cards must be arranged in the correct order and orientation (upright or reversed) in the statue’s hands. Diagram 4.1 shows the solution. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they search for a secret door, detailing how they tap on a wall or twist a torch sconce to find its trigger. That could be enough to convince the DM that they find the secret door without having to
he or she doesn’t like. This approach can also slow the game if the DM focuses on one “correct” action that the characters must describe to overcome an obstacle.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
5. Numbered Golems Five flesh golems are clustered against the north wall. Each has a number on its chest: 5, 7, 9, 11, and 13. Number 5 says, “One of us does not belong with the others. If you can
pick it out, it will serve you, and the others will allow you passage. If you pick the wrong one, we will kill you. You have sixty seconds.”
The correct choice is 9, because it is not a prime number
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they search for a secret door, detailing how they tap on a wall or twist a torch sconce to find its trigger. That could be enough to convince the DM that they find the secret door without having to
he or she doesn’t like. This approach can also slow the game if the DM focuses on one “correct” action that the characters must describe to overcome an obstacle.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given
here. Using the clues in the statue’s message, all five cards must be arranged in the correct order and orientation (upright or reversed) in the statue’s hands. Diagram 4.1 shows the solution. A
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
symmetrically. You can see Xonthal’s Tower dead ahead above the hedge wall, but the way the paths curve, there’s no telling which one might lead to it.
A sundial stands in the center of the
one identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
symmetrically. You can see Xonthal’s Tower dead ahead above the hedge wall, but the way the paths curve, there’s no telling which one might lead to it.
A sundial stands in the center of the
identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
symmetrically. You can see Xonthal’s Tower dead ahead above the hedge wall, but the way the paths curve, there’s no telling which one might lead to it.
A sundial stands in the center of the
one identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
5. Numbered Golems Five flesh golems are clustered against the north wall. Each has a number on its chest: 5, 7, 9, 11, and 13. Number 5 says, “One of us does not belong with the others. If you can
pick it out, it will serve you, and the others will allow you passage. If you pick the wrong one, we will kill you. You have sixty seconds.”
The correct choice is 9, because it is not a prime number
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
symmetrically. You can see Xonthal’s Tower dead ahead above the hedge wall, but the way the paths curve, there’s no telling which one might lead to it.
A sundial stands in the center of the
identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
35. I’jin’s Tomb Characters can reach this area via area 18, by lowering the stone block in the east wall (area 35A), or by slipping between the teeth of the jackal visage at area 29. 35A. Stone
serpent. One hieroglyph at a time, the dial reveals the correct sequence of floor tiles to stand on: vulture, serpent, door, reed, scarab, scepter, foot, and urn. Stepping on a floor tile that matches the