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Returning 35 results for 'soul of ranger draw visions'.
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Magic Items
Dungeon Master’s Guide
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
Night Hag
Legacy
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Monsters
Basic Rules (2014)
circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5
(1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Nightmare Haunting"}. If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10","rollType
":"roll","rollAction":"Nightmare Haunting"}. If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The
Monsters
Mordenkainen's Fiendish Folio Volume 1
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.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 created by needle lord;needle lords—hulking
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Magic Items
Lost Laboratory of Kwalish
Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells and other magical effects.
Soul Thirst. When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature’s hit point maximum. While the
loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of
Magic Items
Tasha’s Cauldron of Everything
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.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 created
Magic Items
Acquisitions Incorporated
, organic, locally sourced woven fibers
Fighter
A thick, battle-scarred iron lockbox
Paladin
A metal case with fine engraving and scrollwork
Ranger
A fur-lined bindle
Rogue
A
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Species
Wayfinder's Guide to Eberron
’re a wizard, your ancestor was likely a legendary archmage. If you’re a ranger, was your ancestor a famous blademaster, or a stealthy hunter? Was your ancestor chivalrous or merciless? Bold
instead of serving in a Valenar warband. Are you driven by visions from your patron ancestor? Are you pursuing an epic quest that mirrors their legendary deeds? Do you seek vengeance for the death of a
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s&mdash
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.
Sharing a layer of the Abyss with Juiblex, plus their mutual insatiable hunger, has made the two demon
“I see visions in the world around me that others do not.”
21–40
“I periodically slip into a catatonic state, staring off into the distance for long stretches at a time
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast beauty of the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Domain Features Innsmouth is known for the following features: Cosmic Horror Visions. Cthulhu’s dreams draw aberrant beings and shape Innsmouth as an amalgamation of cosmic horrors, from disparate
useful allies (see “Cults of Innsmouth” for details). Dreams of Cthulhu. Cthulhu seeks freedom. It manipulates the dreams of those on the island, sharing visions of their escape from the domain resulting from the same rituals that would free it.
Monsters
Fizban's Treasury of Dragons
anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)
6
Code of
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a
transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Hollow Warden (Ranger) Draw on the Might of Ancient Wild Terrors Audy Ravindra Hollow Warden Ranger Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the
Ranger Level Spell 3 Wrathful Smite 5 Alter Self 9 Phantom Steed 13 Dominate Beast 17 Steel Wind Strike Level 3: Wrath of the Wild You draw power from the strange and ancient horrors of the land
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Veil 10th-level ranger feature, which replaces the Hide in Plain Sight feature You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a martial arts tradition inspired by the swaying of a drunkard Monk Way of the Kensei 3rd Channels ki through a set of mastered weapons Monk Way of the Sun Soul 3rd Transforms ki into bursts of fire
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
approach revises the effect of the Void card; the character loses their soul but not their capacity to think and act. At first, the effects of the card might seem minor, and it might not be clear exactly
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Fighting Style Options 2nd-level ranger feature When you choose a fighting style, the following styles are added to your list of options. Blind Fighting You have blindsight with a range of 10 feet
creature successfully hides from you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag. When an evil humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made
of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Souls and Shells Barovians are made of flesh and blood. They are born, they live, they age, and they die. But not all of them—only about one in every ten—have souls. When a being with a soul dies in
Barovia, that soul remains trapped in Strahd’s domain until it is reincarnated in a newborn. It can take decades for a bodiless soul to find a host, and Barovians who share the same soul over
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the soul gem. You draw no more cards.
of Moloch, one of either agents’ couriers, and so forth. As she does in Lost Laboratory of Kwalish, she offers to let the characters draw from her deck of several things. Some of the deck’s cards
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 18: Void The Void card is perhaps the most dreaded draw from a Deck of Many Things. The individual who draws this card is consigned to a terrible fate: their body collapses while their soul
is imprisoned in a far-off object. This poses challenges for the DM, the party, and the imprisoned character’s player. Where has the soul been taken? How does the party recover it? And what is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Chapter 4 Creating Domains of Dread Sean A. Murray A hexblood witch in the domain of Tepest conjures visions of adventurers’ fatal fates Any fear might find terrible life amid the Domains of Dread
nine plus the master of the suit.
2: Draw a Card. Ensure the deck is well shuffled, then draw from the top.
3: Consult a Table. Reference the card’s number to find your result on a table; in the