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Returning 35 results for 'sound of ranger demise vision'.
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Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
! Waterdeep will shudder at the very sound of it!” With that, the vision ends. Treasure The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This
8. Scintilmorn’s Rest Fog. The room is lightly obscured by fog.
Vision and Hilt. Any character who moves more than halfway into the room experiences one of the shadow dragon’s fleeting visions and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proposed “short cut” leads only to the bloody demise of yourself and your work hands, you will believe me, because I have seen others make the same assumption, and die the same deaths.
—Aedyn
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to 0 hit points during this fight immediately come to their senses and take 22 (4d10) psychic damage from the shock of their illusory demise. Unlike any damage sustained in the battle, this psychic
damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
security the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy
, preventing vision (including Darkvision) through it. Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
woman was a small, golden elephant with rapidly fluttering wings. (If Lulu is still with the party, Ravengard identifies her as the creature he saw in his vision.) As an enormous, loping demon
threatened to devour the woman, she plunged the sword into the ground while the winged elephant made a trumpet sound with its trunk. The demon was hurled back as an alabaster palace rose up around the sword
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Wedding Rehearsal After the confrontation with Yestabrod, the characters can hear sound and movement from the cavern to the northeast. Read the following boxed text if the characters investigate
carry its corpse, moving it like a puppet to play out the part of priest. At this point of the ceremony, any onlookers experience a vision. The tableau of the mock wedding is replaced by a vision of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
oily to the touch, cordon off areas of the fane. They block vision and mute sound. Objects pass through unimpeded, but living creatures doing so feel psychic resistance and nausea from pushing through
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing
vision (including Darkvision) through it. Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
does it serve in your game? How big is it? Who lives there? What does it look, smell, and sound like? Who governs it? Who else holds power? Is it part of a larger state? What are its defenses? Where
characters care about the settlement? The guidelines in this section are here to help you build the settlement you want for whatever purpose you have in mind. Disregard any advice here that runs counter to your vision for a settlement.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and took steps to prevent his demise by becoming a lich. A treacherous lieutenant named Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye
DM’s control. Eye of Vecna Spells Spell Charge Cost Clairvoyance 2 Crown of Madness 1 Disintegrate 4 Dominate Monster 5 Eyebite 4 X-ray Vision. You can take a Magic action to gain X-ray vision
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
distance, but whether they are small stones or rocks the size of mountains, you can’t say for certain. Your moment of reverie is broken by the sound of Basidia’s voice in your mind. “It begins.”
The
creatures around her. “My betrothed,” she intones, the meaning of her words clear within the vision. “I am here at last.”
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
?”
— Tyllenvane d’Orien, dragonmarked scion and
proud representative of House Orien
The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on
solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
doesn’t want the monstrous shapechanger to devour them. Korboz hopes the creature will tire of eating gnomes and leave. Providing Korboz with evidence of the mimic’s demise restores his sanity. GNOMENGARDE
Gnomengarde echo with the roar of the nearby waterfall. The sound is so loud that gnomes and visitors must shout to be heard unless there’s a closed door between them and the waterfall.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Verse 1. “Not his keeper, nor he mine; loved and hated at the same time.” (This refers to Dolora’s brother, whose name was Sam.) Verse 2. “My first vision: her hazel eyes. My first sound: her
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the
barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
doesn’t deny it and insists they’ll never escape without his help. The séance ends with Dalk’s message followed by the house awakening and the sound of Mara’s distant scream. Mara Silvra: “FIND ME BELOW
house’s spirits think Mara is attempting to escape and awaken the house to prevent this. Theodora Halvhrest: “GET THEM OUT”. Theodora shares a vision with all the characters in the room. Spectral images
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap’s emanation manifests as the sound
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
drink from one of the chalices on the table. The wine is thick and metallic tasting. When the character drinks it, the character’s vision slowly turns red before returning to normal when the character
exits the haunted zone. The only thing the character can hear during this time is the sound of Strahd’s deep, spooky laughter. Failed Exit. If after 1 minute no one has drunk from a chalice, Strahd’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
vision is centered on the idea of harmony between civilization and nature. To advance the cause of civilized society, the conclave believes in the need for an ordered structure that orients the group
through recruitment — especially in these troubling times, when rumors of war and a sense of imminent doom make Selesnya’s message of harmonious community sound ever more appealing.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Arveiaturace Arrives Arveiaturace, an ancient white dragon whose vision is hampered by cataracts, carries the body of her former master, the wizard Meltharond, in a saddle on her back (see
wings followed by the cracking of ice under the weight of something immense. A loud snort accompanies the sound of claws scraping against ice-glazed timbers.
The voice of what could only be a truly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can clearly hear the sound of fighting ahead. Bestial howls and yips can be heard, along with deeper roaring. A successful DC 13 Intelligence check recognizes the language of the battle cries as Gnoll
the goristro’s demise and discovers his slain minions — and also picks up the scent of the adventurers.
Later in the adventure, Yeenoghu hunts down the characters to make them pay for their impudence
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
that wall, with one hand at its throat and the other holding the matching torch from the empty sconce.
6 Vision and Light. The DM determines what the adventurers can perceive, which means
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Hells upon his demise. Captive Cultist A group of dwarf miners has captured a high-ranking member of the Cult of the Dragon—a Wearer of Purple named Cheela Flegsteel who got a little too greedy while
might kill her rather than leave her in the adventurers’ hands. Fallen Hero The adventurers meet a seriously injured elf ranger—a well-known hero named Cylanestriel. She speaks of her capture by the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Hells upon his demise. Captive Cultist A group of dwarf miners has captured a high-ranking member of the Cult of the Dragon—a Wearer of Purple named Cheela Flegsteel who got a little too greedy while
might kill her rather than leave her in the adventurers’ hands. Fallen Hero The adventurers meet a seriously injured elf ranger—a well-known hero named Cylanestriel. She speaks of her capture by the Cult
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
demise for some nefarious purpose, such as to feed souls to a lich’s phylactery. Lair. A lair is a place where monsters live. Typical lairs include ruins and caves. Maze. A maze is intended to deceive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Tale of a half-orc ranger
Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild
secluded area of the forest. Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
left. There you will see the path you are destined to take.” These words seem to emanate from within the obelisk and are meant to sound soothing, but a character who hears the words can discern a hint
of subdued madness in them with a successful DC 15 Wisdom (Insight) check. (The obelisk was created by Halaster and sounds just like him.) The obelisk’s “vision” refers to the secret passage at area