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Returning 35 results for 'shields of ranger doors vine'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
. The needle lord makes 2 raking vine attacks.
Needle Volley. The needle lord makes up to 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Needle Volley"} needle attacks, but it cannot attack
the same target more than twice during its turn.
Raking Vine. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Raking Vine"} to hit, reach 10 ft., one target. Hit
monsters
Poison damage or its remains are sprinkled with salt.Multiattack. The plant makes three Vine attacks. It can replace one attack with a use of Entrapping Pod.
Vine. Melee Attack Roll: +7;{"diceNotation
":"1d20+7", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"Slashing"} Slashing damage. If
monsters
Poison damage or its remains are sprinkled with salt.Multiattack. The plant makes three Vine attacks. It can replace one attack with a use of Entrapping Pod.
Vine. Melee Attack Roll: +7;{"diceNotation
":"1d20+7", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"Slashing"} Slashing damage. If
classes
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->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
surface in an unoccupied space that you can see within range. The vine lasts for the duration. Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8
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->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->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->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 (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
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
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->Curse of Strahd
K70. Kingsmen Hall This thirty-foot-square room is a shambles. Scattered furniture lies in heaps near the walls. Broken bones lie scattered amid crumpled and crushed plate armor. Shields and swords
jut from the walls as if driven into them by some tremendous force. Two doors stand opposite one another in the center of the north wall and the south wall. A dark archway leads out through the east
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vine blights and one druid (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read: Three creatures are here. One appears human but is so caked with dirt and mud
. Behind her stand two creatures made entirely of dead vines. The druid and the vine blights fight to the death. Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Abandoned Barracks Cult warriors slept and trained here. Stone doors throughout are fitted with locks, though all doors are unlocked at present. The building has both lighting and plumbing (see
dented shields hang from wall hooks. South Room. Seven wooden mannequins decked in rusty helms and breastplates occupy this room. Three of the mannequins have rusty daggers sticking out of them. 21b
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
statues depicting knights with dragon-winged helms and shields.
Rainwater trickles through cracks in the ceiling, flowing down the west wall and adding to a large puddle on the floor.
Five sets of
wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Mustering Hall Decor. Blunted picks hang with shields every 10 feet along the walls.
Double Door. Dwarvish runes for strength and safety are etched in the floor in front of the double doors to
the east.
The doors to area 10 are locked, and the key to unlock them can be found in area 25. Characters who don’t have the proper key can open the double door using a knock spell or similar magic
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
room. Shields, weapons, and tapestries once festooned the walls here, but orcs tore down and destroyed the decor. A dozen humanoid skeletons in rusty armor lie scattered amid the debris. (All died of
Door. This room has two secret doors. The east secret door pushes open to reveal area H9. The west secret door pulls open to reveal a 3-foot-wide staircase descending 10 feet to area H21. Cryovain is too big to enter this staircase.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Royal Armory The double doors to this room are locked but easily opened from the inside. The key to the lock is found in area 25. The features of this room are as follows: Quartz Pillars. Four
Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonperishable food and forty barrels of fresh water.
Beams. Two thick wooden beams lean against the wall between sets of double doors.
The food crates are each 2 feet on a side and weigh 50 pounds
prone. The beams can be used to bar the double doors from the inside — a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, the roof being held up by great, smoke-blackened rafters. The open yard (area 22) has no roof. Doors. Doors are great iron-bound log affairs 1 foot in thickness, each about 7 feet wide and 16 to 18
feet high. A Medium or smaller creature must succeed on a DC 10 Strength (Athletics) check to open any of the doors on the upper level due to their great size and weight. Doors stay open if left that way
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X40. Sealed Treasury The amber doors to the south are sealed with an arcane lock spell. The password to suppress the spell is “Dhaviton.” A character can push open the doors with a successful DC 25
Strength check. The doors (AC 15, 60 hit points) can also be smashed. If the doors are reduced to 0 hit points, a greater invisibility spell is cast on the amber golem in this room. The spell lasts for
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Needle Spawn A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest. Roving Corpses. Needle spawn are
with disadvantage to avoid this damage.
Actions
Multiattack. The needle lord makes two raking vine attacks.
Needle Volley. The needle lord makes up to 1d6 needle attacks, but it cannot attack the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
iron railings that enclose the balcony are sturdy and shaped to look like webs.
Decor. Hanging on the walls between six sets of double doors are steel shields that bear web-like and spider-like designs
.
The statue of Lolth animates and attacks the nearest creature if it takes damage or if any of the double doors on the balcony are opened by a creature that isn’t a drow. The statue can’t leave
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant prince: Ornate weapons, shields, and framed paintings are displayed throughout Ekene-Afa’s villa, as are squawking parrots in gilded cages. Ifan Talro’a decorates his villa and gardens with
(created by magic) plays throughout. Doors to private chambers have arcane lock spells cast on them, and flying swords are mounted on the walls, ready to attack on Wakanga’s command. The occasional
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
20 feet underground and has a 20-foot-long ladder at each end. The ladder at the north end leads up to area O4. O2. Main Keep The outer doors aren’t locked, but they are heavy. As an action, a
character can pull the doors open by succeeding on a DC 12 Strength (Athletics) check. A 30-foot-deep pit just inside these doors is spanned by a 20-foot-square wooden drawbridge that can be raised by a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet tall and hewn from solid rock. C1. Sealed Gates When the characters descend into the catacombs, read: A pair of basalt doors block the passage ahead, their surfaces engraved with a relief of a
knight locked in combat with a devil. Both wield burning swords.
The doors do not have visible handles, locks, or bolts, and they are magically locked, hardened, and enchanted to resist magic. Any
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
plant’s podlings are extensions of the plant’s will, and the plant has no qualms about sacrificing podlings or using them as shields in battle. While bodytaker plants can communicate telepathically, most
.
Actions
Multiattack. The plant makes three Vine attacks. It can replace one attack with a use of Entrapping Pod.
Vine. Melee Attack Roll: +7, reach 20 ft. Hit: 17 (3d8 + 4) Slashing damage. If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
about sacrificing podlings or using them as shields in battle. While bodytaker plants can communicate telepathically, most do so only in desperate cases, preferring to speak through their podlings
trait doesn’t function if the plant is reduced to 0 Hit Points by Poison damage or its remains are sprinkled with salt.
Actions
Multiattack. The plant makes three Vine attacks. It can replace one