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                        Returning 35 results for 'crossing wind ranger'.
                    
                
                        
                            
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                                                     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->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Additional Ranger Spells 2nd-level ranger feature The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level
                                                
                                            
                                                
                                                    
 Enhance ability
 Gust of wind
 Magic weapon
 Summon beast *
 
  3rd Level
 Elemental weapon
 Meld into stone
 Revivify
 Summon fey *
 4th Level
 Dominate beast
 Summon elemental *
 5th Level
 Greater restoration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
 Range: 30 feet
 Components: S, M (a Melee weapon worth 1+ SP)
 Duration: Instantaneous
 You flourish the weapon used
                                                
                                            
                                                
                                                     in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Fog Cloud Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Concentration, up to 1 hour
 You create a 20-foot-radius Sphere
                                                
                                            
                                                
                                                     of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Ranger Spells  1st Level
 Absorb elements (abjuration)
 Beast bond (divination)
 Snare (abjuration)
 Zephyr strike (transmutation)
 2nd Level
 Healing spirit (conjuration)
 3rd Level
 Flame
                                                
                                            
                                                
                                                     arrows (transmutation)
 4th Level
 Guardian of nature (transmutation)
 5th Level
 Steel wind strike (conjuration)
 Wrath of nature (evocation)
                                                
                                            
                                        
                                                     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->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->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
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     collection of frozen trophies. 
   6  I have named the wind that blows through my lair and speak to it often. It is my sole companion. 
   7  I meet any challenge to my territory with aggression
                                                
                                            
                                                
                                                     the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any) 
   2  Survival. This world is harsh and unforgiving, and so am I. I do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a legume seed)
 Duration: Concentration, up to 1 minute
 A Line of strong
                                                
                                            
                                                
                                                     wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
                                                
                                            
                                                
                                                     Visit. The Stone Bridge is the only crossing of the Dessarin River between Ironford and Yartar; travelers and caravans frequently use it (with care).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Moving on the Train To reach the Stranger, the characters must make their way from the Caboose (area E1) to the Jail Car (area E8). Crossing between Cars Creatures can safely move from one car to
                                                
                                            
                                                
                                                    . The wind-whipped exterior of the train is difficult terrain. Ranged Attacks. Ranged weapon attacks are made with disadvantage.
                                                
                                            
                                        
                                                     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->Divine Contention
                                                    
                                                
                                            
                                                     climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
                                                
                                            
                                                
                                                     key that must be used to wind the grenade before it can be activated (see the “Gnomengarde Grenade” sidebar for more information). Dabbledob is frozen with fear and is unable to act until the undead
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     caught wind of Varyas’s agenda and who seeks to silence any who know Phenax’s secret. The oracle managed to get away from them at a ferry crossing some distance back, but not before catching several
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
                                                
                                            
                                                
                                                     owes his life to an Emerald Enclave ranger who helped him after the two were stranded together on a monster-infested island in the Korinn Archipelago. This service repays Klarz’s debt to the Emerald
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
                                                
                                            
                                                
                                                     the wind sweeping down from the Reghed Glacier. Six months ago, Macreadus, a sage and devout follower of Lathander (god of the dawn and rebirth), formed a plan to end Auril’s everlasting winter. He
                                                
                                            
                                        
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the street. The device is a mobile piece of art crafted at Whitkeep Hostel and titled “The Patriars.” 
   10  A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar
                                                
                                            
                                                
                                                     headstones wiped anonymously clean by wind and rain. Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead — and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
                                                
                                            
                                                
                                                    . Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
                                                
                                            
                                                
                                                     likely to disrupt the ritual, the druids attack. Sauruki tries to hang back and fight cautiously. He repeatedly makes the sign of the water cult, crossing his forefingers and touching his thumbs, hoping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     titled “The Patriars.” 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off
                                                
                                            
                                                
                                                     centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    , sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
                                                
                                            
                                                
                                                     village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
                                                
                                            
                                                
                                                     a wind storm. Hyrsam, the Prince of Fools, is thought to be the first satyr. He can sing the shine off gold, and his jokes and antics can cause stones to cry with laughter. Yet Hyrsam is also the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
                                                
                                            
                                                
                                                     people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
                                                
                                            
                                        






