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Returning 34 results for 'shields of ranger devils vial'.
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Player’s Handbook
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
weapons Monk Simple weapons, shortswords Paladin Light armor, medium armor, shields, simple weapons, martial weapons Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill
. Multiclassing Proficiencies Class Proficiencies Gained Barbarian Shields, simple weapons, martial weapons Bard Light armor, one skill of your choice, one musical instrument of your choice Cleric Light
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger CHRIS RALLIS A Wandering Warrior Imbued with Primal Magic Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and
Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields. Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Ranger Core Ranger Traits Primary Ability Dexterity and Wisdom Hit Point Die D10 per Ranger level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 3: Animal Handling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength
Class Features As a ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
weapons, martial weapons Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list Rogue Light armor, one skill from the class’s skill list, thieves’ tools Sorcerer - Warlock Light armor, simple weapons Wizard -
in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/wizard 1).
Multiclassing Proficiencies Class Proficiencies Gained Barbarian Shields, simple weapons
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, shortswords
Paladin
A holy warrior bound to a sacred oath
d10
Strength & Charisma
Wisdom & Charisma
All armor, shields, simple and martial weapons
Ranger
A warrior who uses martial prowess and
who can enter a battle rage
d12
Strength
Strength & Constitution
Light and medium armor, shields, simple and martial weapons
Bard
An inspiring magician whose power echoes the music of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Elemental Level 4 Conjuration (Druid, Ranger, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP
), Lightning (Air only), or Fire (Fire only) damage.
JOSEPH WESTON A Ranger casts Summon Fey, conjuring a fuming fey spirit to confront a marauding merrow
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, but it will pass through several other Outer Planes on its way there. While the train shields passengers from the harmful planes through which it travels, creatures aboard the train aren’t entirely
battlefield where legions of devils clash with hordes of demons. Whenever one creature aboard the train deals damage to another creature aboard the train, both take 4 (1d8) psychic damage. 2 Elysium
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
More Encounters in Elturel After their initial encounter with the Hunt family and the bearded devils, the characters are likely to want to get to the High Hall as quickly as possible to locate Grand
abilities could result in automatic successes. During the rescue, the commotion might attract devils (see “Hateful Patrol” below) or other unwelcome attention. If the characters succeed in the rescue attempt
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour. Arcane Focus (Varies) An Arcane Focus takes one of the forms in the Arcane Focuses
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Wizards are making use of diabolic allies as they plan the ritual that will free Tiamat, not all devils are on their side. Some fiends not wanting to see Tiamat gain worldly power seek to break the
alliance between the cult and Thay. This encounter can be used to reveal to the characters the divisions already present among the evil factions. The devils who are aligned against Tiamat send a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Wizards are making use of diabolic allies as they plan the ritual that will free Tiamat, not all devils are on their side. Some fiends not wanting to see Tiamat gain worldly power seek to break the
alliance between the cult and Thay. This encounter can be used to reveal to the characters the divisions already present among the evil factions. The devils who are aligned against Tiamat send a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Karametra’s Champions Alignment: Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero
poisoned. Karametra’s Disciple Piety 25+ Karametra trait By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a potion of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Wizards are making use of diabolic allies as they plan the ritual that will free Tiamat, not all devils are on their side. Some fiends not wanting to see Tiamat gain worldly power seek to break the
alliance between the cult and Thay. This encounter can be used to reveal to the characters the divisions already present among the evil factions. The devils who are aligned against Tiamat send a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika’s Champions Alignment: Usually neutral, often evil Suggested Classes: Cleric, druid, ranger, rogue, warlock, wizard Suggested Cleric Domains: Death, Knowledge, Life Suggested Backgrounds
trait Pharika’s blessing shields you from most maladies. You have advantage on saving throws against being poisoned, and you are immune to disease. Pharika’s Disciple Piety 25+ Pharika trait Pharika
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
worth of equipment from the following options: barrel, basket, block and tackle, bucket, chest, flask or tankard, jug or pitcher, iron pot, pouch, sack, saddlebags, vial, and waterskin. What a Deal Also
thick, battle-scarred iron lockbox
Paladin A metal case with fine engraving and scrollwork
Ranger A fur-lined bindle
Rogue A nondescript coin pouch
Sorcerer A battered leather
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the players: Large iron burial urns are positioned reverently throughout this hall, each engraved with a noble coats-of-arms from the city of Elturel. Polished swords, lances, and shields hang from
legs, and the angel holds her sword high. All around them are the broken bodies of fallen knights and devils.
Characters who use detect magic or similar magic to examine the steles discern a strong
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
surviving bargains with devils. Eight for Dinner (first edition, signed by the author) is a murder mystery in which an inquisitive mind flayer detective solves a murder aboard a planar locomotive called
trapped. A character who examines the cabinets for 1 minute can make a DC 15 Intelligence (Investigation) check, finding all four traps on a success. Inside each cabinet is a delicate glass vial containing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
interest the characters. Under the bed are three vials of antitoxin, a healer’s kit, and a vial of holy water. D5. First Mate’s Cabin A frost-covered bed is shoved into one corner under a wooden
quiver of Ehlonna. Fourth Layer. The fourth layer of ice shields the biggest, heaviest items and the treasure the dragon values the most: a 3-foot-diameter ceremonial bronze bowl inlaid with carnelians
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
can see this area: An iron-wrought chandelier hangs above a black oak dining table surrounded by eight high-backed chairs carved to look like devils. A fireplace dominates one wall, flanked by red
false bottom rises and pulls the cork out of a thin glass vial hidden underneath it. The uncorked vial releases a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the chest. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all, riding out on the field, banners taught and snapping, breastplates and shields agleam with the symbol of Elturgard, and each bearing a holy symbol of his or her god — armor for the soul. We have
of Elturel literally rode through a gate into the Nine Hells to pursue and destroy devils that had been plaguing their people. With these bright examples to look up to, is it any wonder that the common
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
creatures in possession of the corresponding portal key, each vault door leads to a demiplanar dungeon that guards the riches deposited within. Hoard of Directors. Ancient dragons, mighty devils, and
cloaks, and horned gorgon shields 2 Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary 3 Boutique where a darkweaver (see Morte’s Planar Parade) with an eye for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Treasure. The duergar keep a vial of midnight tears poison (see the Dungeon Master’s Guide) among the pots of seasoning on the table. B18: Duergar Barracks This chamber is lined with stone bunks that
dagger with a malachite blade (250 gp). The other chest also contains a potion of resistance (fire) in a vial made from a hollowed-out dragon’s fang. B19: Storeroom Boxes, barrels, crates, and sacks are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Medium creatures. Each coral vial is worth 25 gp. 17. Council Room King Hekaton held private meetings here. A mussel-shell table stands in the middle of the room. Lining the walls are two giant-sized
wearing a golden suit of scale mail (see “Treasure”). Hanging on the walls are three enormous shields made from dragon turtle shells and six massive greatswords with coral-inlaid hilts and sharpened
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
represents the visage of Bhaal and has no magical properties. The humanoid entrails were left on the altar as an offering to the god of murder. Pouring a vial of holy water on the entrails causes them
from Tiamat’s hoard on Avernus. This treasure was brought to Baldur’s Gate by devils in league with Zariel, and was given to the Dead Three cultists by Amrik Vanthampur on behalf of his mother, Duke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Crowelle and Tissina Khyret keep their cult regalia (see “Cult of Asmodeus”) in a gold-embellished lockbox hidden under a stack of quilts bearing images of flying devils. The box can be unlocked with
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
straw and canvas, with a multitude of crossbow bolts sticking in them. Noska keeps the rust monster as a pet and feeds it items from the piles of discarded helms, shields, and armaments. He uses the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, mirrorlike ceiling high above. The columns are carved in the likeness of two alluring yet imposing devils whose eyes seem to follow you. Ruddy light filters into the room from somewhere beyond the
reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields.
This checkpoint is located on Mechanus, a plane of absolute order. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cockatrice inn is a low-walled, poorly built oval stone keep in the heart of the village. It features a central yard covered by a rickety roof made of old shields and bits of rusted armor, pounded flat
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
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
and used items of all sorts. Endrith Vallivoe (male Tethyrian human commoner) is a retired caravan merchant who sells new and used goods: furniture, lamps, carpets, mirrors, weapons, shields, helms
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
25 ep, a dagger in a scabbard, and a leather whip. The officer carries the key to the chest and he wears a silver collar (15 gp). 6. Armory Shields of all sizes hang on the walls here, with javelins
perfumed oil (5 gp), a velvet bag containing five pearls (3 gp each), and a small vial of basic poison (see chapter 5 of the Player’s Handbook). 40. Drill Hall This open area features six floor-to-ceiling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
kobolds hostile. Four small humanoids are shackled by thick, rusted chains attached to a large iron spike set in the floor. Several broken weapons and sundered shields lie in one corner.
Creatures. Four
, a kobold, and one human male—a member of the lost adventuring party (Karakas the ranger). Creatures. Three giant rats occupy the area, along with a monstrously swollen female diseased giant rat