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Returning 35 results for 'nights clothing ranger pdf'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them.
Kobolds native to Icewind Dale frequently wander
these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hank Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
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
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hank Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
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
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
corrupted moonwell. Either effect occurs once only per day per drinker. On the nights of the full moon, drinking the water of a moonwell can, at the DM’s discretion, have additional effects, such as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
corrupted moonwell. Either effect occurs once only per day per drinker. On the nights of the full moon, drinking the water of a moonwell can, at the DM’s discretion, have additional effects, such as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
Revel’s End include the following: The characters seek shelter. The warden will grant them temporary accommodations (in area R7) for up to two days and two nights, and the characters receive three meals a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
Revel’s End include the following: The characters seek shelter. The warden will grant them temporary accommodations (in area R7) for up to two days and two nights, and the characters receive three meals a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to
people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might perform there two nights a week. A fighter could be a regular who has a drink named after them. A ranger could be the undefeated champion of the local darts league. If the players enjoy this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
inside, each set in a frame wide enough for a Medium creature to squeeze through. Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might perform there two nights a week. A fighter could be a regular who has a drink named after them. A ranger could be the undefeated champion of the local darts league. If the players enjoy this
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
inside, each set in a frame wide enough for a Medium creature to squeeze through. Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to
people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
now frozen and will remain so until the Everlasting Rime ends. On clear nights, moonlight shines through an opening in the ceiling and illuminates the pool. The minerals in the ice have turned it a
it, but it’s easily reached by climbing one of two flights of crudely carved stairs. On clear nights, moonlight enters the cave through natural fissures in the ceiling. Fresh blood paints the icy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
now frozen and will remain so until the Everlasting Rime ends. On clear nights, moonlight shines through an opening in the ceiling and illuminates the pool. The minerals in the ice have turned it a
it, but it’s easily reached by climbing one of two flights of crudely carved stairs. On clear nights, moonlight enters the cave through natural fissures in the ceiling. Fresh blood paints the icy
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
disadvantage. Wasting Pigments. Hopeless leeches the color from its inhabitants. Creatures’ skin, scales, and fur fade to gray, and nonmagical clothing and equipment exhibit ashen tones. CoupleOfKooks
. Some nights, the manor comes to life, and music can be heard within. Free from their glum tethers, spirits gather for a supernatural soiree hosted by the phantom brothers. Will-o’-wisps appear on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hunter of white dragons and a Chosen of Thrym, the evil god of frost giants. When Vlagomir died, his warrior’s spark was bound to the spear. The first time a barbarian, fighter, monk, or ranger
higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
these phases, the corresponding symbol glows and a magic door appears beneath it, linking to a matching door in a different city. The door disappears when its phase of the moon ends. On the nights of
toys, hand-knit kitty clothing, and catnip. Wanewort has access to the following lair actions while she is in the Moonstalkers’ guildhall: Ghostly Passage. Until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
these phases, the corresponding symbol glows and a magic door appears beneath it, linking to a matching door in a different city. The door disappears when its phase of the moon ends. On the nights of
toys, hand-knit kitty clothing, and catnip. Wanewort has access to the following lair actions while she is in the Moonstalkers’ guildhall: Ghostly Passage. Until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
disadvantage. Wasting Pigments. Hopeless leeches the color from its inhabitants. Creatures’ skin, scales, and fur fade to gray, and nonmagical clothing and equipment exhibit ashen tones. CoupleOfKooks
. Some nights, the manor comes to life, and music can be heard within. Free from their glum tethers, spirits gather for a supernatural soiree hosted by the phantom brothers. Will-o’-wisps appear on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hunter of white dragons and a Chosen of Thrym, the evil god of frost giants. When Vlagomir died, his warrior’s spark was bound to the spear. The first time a barbarian, fighter, monk, or ranger
higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to
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
creature’s form is false. The hags’ clothing, their hair, and features such as Mother Stag’s antlers are all real. Only by touching a hag’s skin can a character detect a difference between 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
creature’s form is false. The hags’ clothing, their hair, and features such as Mother Stag’s antlers are all real. Only by touching a hag’s skin can a character detect a difference between the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
as lightly wooded as those of any other forest and extend five to ten miles into the woods. This part of the forest is as safe as any other woodland, thanks to frequent ranger and elf patrols that keep
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
servers work shifts at the Helm; most nights, two cover the ground floor and one waits on guests on the upper floor. The staff at the Helm don’t gossip, but they direct anyone who questions them to
. Helvur Tarnlar, Clothier Tarnlar’s is the only place to buy quality clothing for a hundred miles around. The square two-story building stands at the intersection of the Long Road and the Cairn Road
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
servers work shifts at the Helm; most nights, two cover the ground floor and one waits on guests on the upper floor. The staff at the Helm don’t gossip, but they direct anyone who questions them to
. Helvur Tarnlar, Clothier Tarnlar’s is the only place to buy quality clothing for a hundred miles around. The square two-story building stands at the intersection of the Long Road and the Cairn Road