Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 26 results for 'crossing warning ranger'.
Other Suggestions:
crossing wearing range
crossing warping ranger
crossing warding range
crossing wearing ranged
crossing winning ranger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the
ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
more detail after the table. For guidelines on how to use random encounters effectively, see “Random Encounters” in chapter 3 of the Dungeon Master’s Guide. If the characters are crossing terrain not
–74 Horse-drawn wagon 71–75 69–75 — — 47–55 — — Knight 76–80 76–78 77–80 63–64 56–64 — — Ogres 81–82 79–84 81–85 65–66 65–69 71–80 75–76 Orcs 83–90 85–91 86–90 67–79 70–73 — 77–87 Ranger 91–95 92–95 91
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Warning. When Purphoros attacked Heliod in a destructive rage, Heliod demanded that Kruphix intervene. Kruphix constrained the forge-god’s mind and memory in punishment for his attack. He warned all
are certainly those among them who might try if they could see a way to retain their own powers.
The Silence. When the squabbling of the gods threatened the world once more despite Kruphix’s warning
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
afterlife awaiting them can be powerful. From a personal standpoint, this sort of interlude can serve to reinforce a character’s choices and actions or offer a warning of what’s to come if their priorities
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fish inhabit the stream, so that the DC of any foraging attempts for food in this area is reduced to 10. Crossing the stream reduces the drow pursuit level by 1. Warning Sign The characters enter a
stream 19 Warning sign 20 Webs Boneyard The characters come upon an eerie cavern littered with countless bones of various creatures. Whether the site is a natural graveyard for some Underdark species or
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help.
2 A faerie dragon seeks revenge on the monsters that killed the dragon’s ranger
crucial warning for the centaur’s community.
8 A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion.
Connected
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
A: Wrecker’s Edge After crossing Kalaman Bay, the ships carrying the characters and their allies arrive near Wrecker’s Edge (location A on map 5.1). As the ships drop anchor near a rocky coast, read
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Tale of a half-orc ranger
Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild
harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted. Because they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a spectral bartender with thousands of years of wisdom to share. Visit Maer Crossing at midnight and you’ll see the spirit of Lady Jhaelian dance with a grace unmatched by any living elf.
Wondrous
as it is, as a human visitor, I found it more than a little unnerving. There’s no escaping the past in Aerenal; it lingers all around you, whispering advice or warning you to avoid transgression. You
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
the west, a door bearing a painted red “X” opens to a long hallway that leads deeper into the crossing.
Ashes and burn marks on the floor indicate past campfires. Remains of wooden chairs in the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Pirates versus zombies
6 River barge crossing
7–8 The Maverick
Just Cut to the End If the players are particularly clever, they might come up with novel ways to shortcut the search for
on this duty, but she needs help. A successful DC 13 Wisdom (Perception) check provides timely warning for the next set of waves. If the character’s check fails, the next check made by any character
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the character heeds this fortune and starts giving out unsolicited advice, that advice eventually saves someone’s life, either by keeping that person from venturing into harm’s way or by warning them
Mustardseed and bring him back, Oddlewin will let each of them draw a card from his Deck of Many Things. Mustardseed has wandered through a nearby fey crossing into the Feywild, but the details of his
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
here. The southerners and the dwarf were some of Maccath the Crimson’s companions, killed by Arauthator. The Ice Hunters used the bodies to put up this grisly warning, in the hope that other intruders
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
here. The southerners and the dwarf were some of Maccath the Crimson’s companions, killed by Arauthator. The Ice Hunters used the bodies to put up this grisly warning, in the hope that other intruders
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
anything about stone giants understand that this wasn’t a miss; it was a measured warning, and the next stone won’t land so harmlessly. It’s possible for travelers to negotiate with stone giants for safe
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
; see the “Bargewright Inn” section for more information on this creature. Xantharl’s Keep Xantharl was a well-known ranger and explorer of the North. The fortified village that bears his name stands in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a successful DC 15 Wisdom (Perception) check, a character notices the slits. Developments. If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s
. They snarl a challenge, revealing yellowed tusks, and prepare to hurl javelins at you!
Rope Bridge. The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ranging from three to eight feet tall. The air smells heavily of mildew.
The mushroom ring in the center of the room is a fey crossing. It was through this gateway that Thunderwing and Bunny Blossom
the ring to stay away from it, saying that something is wrong with it and it doesn’t lead to home anymore. Anyone who ignores her warning and steps into the ring to try to use it sees an image that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with coin to spend. Village law is whatever the local Council of Elders says it is. The current head of the council is a retired ranger and active member of the Emerald Enclave named Quinn Nardrosz (NG
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with fire-hurling catapults aimed toward the Evermoors. Mornbryn was a ranger of some fame in the North centuries ago, and legend has it that his treasure-filled tomb is hidden somewhere close by. The
vessel. If one wolf dies, the other wolf uses its next action to howl a warning to the frost giants. If there are any frost giants still alive in town, they quickly return to the ship. Half of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wilderness. An Emerald Enclave ranger rescued her, and she’s been a friend to faction members ever since. 16. Waelvur’s Wagonworks Ilmeth Waelvur (male Tethyrian human bandit) operates a cheaper
troubles, Endrith says, “I don’t know if it’s relevant, but I overheard someone say that they saw a skull pinned to a tree with a black arrow, like some kind of dire warning or ill omen. It was a half
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Evermoors is a vast, unsettled area of fog-shrouded hills, cold bogs, rocky ridges, and small peaks. Adventurers crossing this expanse might spot the occasional castle ruin or crumbled tower — a
pitched to better shed the snows that blanket the mountains in the winter. The shield dwarves and rock gnomes in Hundelstone get a chuckle out of warning visitors to stoop low as they walk about town, lest
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
direct the characters to head toward “Yusdrayl on her dragon throne,” giving them simple directions to area 21 and warning them to avoid rousing the ire of Yusdrayl’s elite guards. 17. Dragon Chow A
barred on the outside with an iron rod. If a character attempts to open either door while any kobolds are present, the kobolds warn against doing so. Opening a door in spite of this warning turns the






