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                        Returning 8 results for 'crossing with ranger'.
                    
                
                        
                            
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                                        choosing with range
                                    
                                
                                    
                                        choosing with ranged
                                    
                                
                                    
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                                                     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->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->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->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->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
                                                
                                            
                                        






