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Returning 35 results for 'creating relying grave to her rangers'.
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Monsters
Monster Manual
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
Monsters
Monster Manual
"}. Failure or Success: The demilich can’t take this action again until the start of its next turn.
Grave-Dust Flight. The demilich flies up to its Fly Speed, shedding grave dust. Each creature
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Deathly Claw"} to hit, reach 5 ft., one target
. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Deathly Claw", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6
", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grave Bolt"} to hit, range 120 ft., one target. Hit: 13 (3d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Monsters
Fizban's Treasury of Dragons
themselves at odds with a sapphire dragon if they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk
immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.
Sapphire
Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Monsters
Fizban's Treasury of Dragons
sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons&rsquo
hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire
Monsters
Fizban's Treasury of Dragons
they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory
intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
all his knights put together.
— Soveliss
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a
thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place. A relationship
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble. Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
born in the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. However, cunning and charisma are equally important
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Adventure Sites Cosmic horror is rarely overt save at critical moments, relying on creating subtle but growing unease and leaving details to the imagination. Cosmic Horror Adventure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the wild, and your wits and your weapons helped you survive. Talenta warriors are often barbarians or rangers, relying on speed and skill. Outlander is a logical background, but you could easily be a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate
the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron. Deathlock An overpowering urge to serve consumes the mind of a newly awakened deathlock
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on
, 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->Hoard of the Dragon Queen
, the passage of creatures, and the general weal of the natural world. Severin’s plan to release Tiamat from the Nine Hells represents a grave threat to the natural order. The Dragon Queen’s reign and
, there is no better choice than a member of the order. Druids, rangers, and barbarians make up most of the Emerald Enclave, but any character with a strong affinity for nature can find a place in the order
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the passage of creatures, and the general weal of the natural world. Severin’s plan to release Tiamat from the Nine Hells represents a grave threat to the natural order. The Dragon Queen’s reign and
, there is no better choice than a member of the order. Druids, rangers, and barbarians make up most of the Emerald Enclave, but any character with a strong affinity for nature can find a place in the order
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the passage of creatures, and the general weal of the natural world. Severin’s plan to release Tiamat from the Nine Hells represents a grave threat to the natural order. The Dragon Queen’s reign and
, there is no better choice than a member of the order. Druids, rangers, and barbarians make up most of the Emerald Enclave, but any character with a strong affinity for nature can find a place in the order
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The
legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of
daily life in Zilargo, used both for entertainment and for trickery. The Thurimbar rod is a common magic item that amplifies this natural gift for purposes of creating music. The power to speak with small
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the party’s wizard with grave suspicion. However you roleplay a character or monster, the classic advice for writers holds true: show, don’t tell. For example, rather than describe an NPC as shallow
portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth. To make sure everyone has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
containing a demilich’s lair is twisted by its presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1
demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can’t take this action again until the start of its next turn.
Grave
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
family’s folk Were in danger of their lives.
In that moment of grave peril, Fishskipper caught a bream And hurled it by its silvery tail Across the glassy stream.
Ten times the bream did swiftly skip