Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'some of rangers deep veil'.
Other Suggestions:
some of ranges deep veins
classes
Xanathar's Guide to Everything
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a
Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where
classes
Xanathar's Guide to Everything
train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep
classes
Xanathar's Guide to Everything
train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep
classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
receive a flash of absolute blackness and hear a chorus of mad whispers in place of the expected result. Nature’s Omens. Druids and Rangers might bristle with a fleeting sense that something is amiss
the tendrils stretch, all things will end.
Silent, lie where the roots slumber deep
Stillness colder than dreaming
Where the void begins to creep
Light grows thin, with no reason or rhyme
He is near now… and all things unwind.
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
receive a flash of absolute blackness and hear a chorus of mad whispers in place of the expected result. Nature’s Omens. Druids and Rangers might bristle with a fleeting sense that something is amiss
the tendrils stretch, all things will end.
Silent, lie where the roots slumber deep
Stillness colder than dreaming
Where the void begins to creep
Light grows thin, with no reason or rhyme
He is near now… and all things unwind.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Dream of the Blue Veil 7th-level conjuration Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours You and up
peril and littered with obstacles to be overcome. This journey most often occurs aboard a vessel powered by magic.
Another method is the Dream of Other Worlds; travelers fall into a deep slumber and
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
receive a flash of absolute blackness and hear a chorus of mad whispers in place of the expected result. Nature’s Omens. Druids and Rangers might bristle with a fleeting sense that something is amiss
the tendrils stretch, all things will end.
Silent, lie where the roots slumber deep
Stillness colder than dreaming
Where the void begins to creep
Light grows thin, with no reason or rhyme
He is near now… and all things unwind.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underwater Adventures With vast triton realms hidden beneath the waves and legendary ruins drowned in the deep, endless potential for adventure lies under the sea. Characters interested in exploring
those who aren’t favored by the gods, and heroes might find themselves welcomed into the deep by Thassa herself. The riches of the deep are also vast, with the peoples of the sea hoarding strange
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg
prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fantastic celebration ensues, involving dancing, feasting, singing, public professions of deep feelings, and trading oaths. Traditionally, the speaker reigns for a single year. As the leonin have
speaker, he is broadminded, humble, and determined, with a deep connection to the land. He is quick to seek opinions from the matriarchs of the leonin prides, and often defers to their wisdom. While his
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daelkyr, the war left seeds of madness strewn throughout the empire. As Dhakaan began to fall, a number of generals and governors gathered their forces and retreated into shelters deep within the earth
limit their population in their deep vaults. However, they have held onto the martial discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, blinking at you.
Entering the tent costs 1 ticket punch. The veil between the Material Plane and the Feywild is thinnest inside this hall of magical mirrors, and the door to Prismeer lies deep
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
quality (and priced accordingly). The Veil of Flesh specializes in Aereni body art, in the form of both traditional tattoos and temporary illusions woven directly into the skin. The business known as
district of Holdfast. In contrast to the residents of Highhold in Upper Dura, the dwarves of Holdfast have deep roots in Sharn and feel no strong connection to the Mror Holds or its traditions.
High
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
thieves. Characters who brush away the dust also find bloodstains and deep scratches on the floor. These clues suggest the presence of a trap. Crusher Trap. The 20-foot-square area south of the double
spellbooks (50 gp each) and a small wooden case containing twenty candles Chest 3 (covered with claw marks) A neatly folded wedding gown and veil (25 gp) Chest 4 A set of alchemist’s supplies and four
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, they come face to face with Zuggtmoy (see appendix D), attended by twelve bridesmaids of Zuggtmoy (see appendix C). Fortunately for them, Zuggtmoy is deep in meditation as her gown and veil are being
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-seeking arrows will never find lack of use. Rangers like to work alone, but it is convenient when others are around to draw the arrows to themselves.
— Môrgæn
Control of the Market The notion of
profit is never an end in and of itself, but whatever deep-seated personal goals you only ever talk about in the dead of night over a dying fire, those goals need financing. Your role as a defender and a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the
world’s end, or deep in the hottest deserts. You know one of the great benefits of living underground? No weather. Don’t mess this up for me.
Path of the Storm Herald Features Barbarian Level Feature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeeper I love insects—organized, relentless, specialized little champions. And aligning their single-minded will with your own: beautiful. Just keep them out of my lab.
Tasha
Feeling a deep
connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is 25 feet above ground level, with a crumbled 10-foot-high balcony (35 feet above ground level) and a 20-foot-deep pit (5 feet above ground level). Throughout Nangalore are inscriptions written in
garden. They ignore characters in boats, attack anyone in the water, and won’t climb up the stairs. The water flowing down the main concourse is only 1 foot deep, and the current isn’t particularly strong
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
keeps the warriors and rangers headquartered here ready to fight at a moment’s notice. She is especially keen to hear news about the Scarlet Brotherhood. Kiara is convinced that the organization poses
stronghold, but he can’t shake the idea of following the deeper passages for the chance of unearthing Zenopus’s lost secrets. If the characters earn his trust, he might take them into his confidence. The details of the deep dungeons are left to the DM’s invention.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tilvenar LN Fire, earth, metalwork Forge,* Light Flame between hands
Deep Sashelas CG Creativity, knowledge, sea Knowledge, Nature, Tempest Dolphin
Elebrin Liothiel CG Abundance
forgive and forget. The god loves magic, artistry, nature, and freedom. Anyone who has felt the mystical presence of Corellon describes it as a joy like no other, followed by a deep melancholy when
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
have the guros travel. A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their
, most Pheres herds contain a caller and a tromper. Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
as a place to park their wagons and contain their oxen for free. There’s also plenty of room to pitch tents and build campfires. Fresh water can be drawn from a 30-foot-deep stone well in the
prison, he moved to Triboar to start a new life. T3. West Caravan Campground This campground is similar to area T2. A 30-foot-deep stone well in the middle of the yard provides fresh water for guests
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes
Fang of Shargaas Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn’t an orc. Orcs consider Shargaas to be a divinity suited to pariahs and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.
Personality Trait. “I am superior. Those lesser than I do not deserve my attention.”
Ideal. “Gaernoo gifts us with insight. The knowledge from beyond the veil will open our eyes.”
Bond. “My
, and lore about the Outer Planes, half of which is written in Deep Speech. Interspersed among the older books are several newer journals written by Lord Viallis. Characters who spend a few minutes
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
the area. Deep in the Starmetal Hills, a group of dwarves devoted to Marthammor Duin (the dwarven god of explorers, travelers, and outcasts) established the village of Twilight Tor, on the shores of a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.”
This is a clue for opening the door in area T4. T3: Tomb Entrance This hallway has been partially excavated. Lifted stone lids reveal a ten-foot-deep pit filled with spikes in the center of the
with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring—
Drink deep; pass through the flooring.”
The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap in chapter 4. 5: Moon In the center of this roughly rectangular chamber is a deep, silver, bowl-shaped depression. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance