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Returning 35 results for 'specified of ranger doors variant'.
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Monsters
Candlekeep Mysteries
with her.Three Green Hag (Coven Variant);green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A
, and Greensong. They are typically found in the bathhouse by day and in their tower lair at night. Each hag carries a master key that opens all the doors in the bathhouse and the tower.
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Sailor: Pirate
more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad
classes
Player’s Handbook
Slayer
6
15
4
3
3
3
2
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
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
Backgrounds
Baldur’s Gate: Descent into Avernus
the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city’s mechanized cranes.
Variant Sailor: Pirate
You spent your youth under the sway of a
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
Adult Deep Dragon
Legacy
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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.
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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->Strixhaven: A Curriculum of Chaos
high. Doors. The doors are constructed of heavy wood. Each sports a simple but sturdy drop-down latch on the outside unless otherwise specified. Latched doors require a successful DC 16 Strength
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
throughout the temple are made of 2-inch-thick slabs of stone with simple handles a few feet from the floor. They open and close easily on ancient hinges. Doors are unlocked unless otherwise specified. Ceilings Ceilings throughout the temple are 12 feet high unless the text states otherwise.
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of the way when the door is opened. Creatures can locate a secret door by examining or physically searching the door’s space and succeeding on a Wisdom (Perception) check. The DC is 15 unless otherwise specified. In corridors accessed only by secret doors, the backs of those doors are obvious.
more copies to shuffle out and replace the damaged cards, making it impossible to tunnel through surfaces. Unless otherwise noted, ceilings are 20 feet high in rooms and 10 feet high in corridors. Doors
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower of the Heavens Features Unless otherwise specified, the Tower of the Heavens has the following features: Ceilings. Tower rooms have 15-foot-high ceilings. Doors. Doors are made of thick oak
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Tomb Features Xeluan’s tomb has the following features: Ceilings. Ceilings are 15 feet high, with the exception of the 40-foot-high Great Chamber (area X4). Doors. Unless otherwise specified, doors
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as the caves are wide. Doors. Unless specified otherwise, doors are made of sturdy planks and unlocked. Lighting. The derro lair isn’t illuminated. The derro rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cottage Features Unless otherwise specified, the cottage has the following features. Ceilings The cottage’s ceilings are 10 feet high except in the tower (area C12), where the ceiling is 20 feet high
. All ceilings are covered with a layer of sweet icing. Doors Doors throughout the cottage are thick bars of chocolate etched with wood grain designs. Each chocolate door is unlocked and as strong as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires Features Unless otherwise specified, the Palace of Spires has the following features: Ceilings. Ceilings in the palace are vaulted and 40 feet high. Indestructible. The palace and
Garden Features” section), while interior areas are brightly lit by Continual Flame spells. Secret Doors. Some doors in the palace blend in with their surroundings. A character who searches for a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
Style 2 3 2 — — — — 3 +2 Ranger Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack 3 6 4 2 — — — 6 +3 Roving 3 6 4 2 — — — 7 +3 Subclass feature 3 7 4 3 — — — 8 +3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Class Features As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features —Spell
Style 2 3 2 — — — — 3 +2 Ranger Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack 3 6 4 2 — — — 6 +3 Roving 3 6 4 2 — — — 7 +3 Subclass feature 3 7 4 3 — — — 8 +3
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
wild places. Level 3: Hollow Warden Spells When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared. Hollow Warden Spells
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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
can dramatically shape adventurers’ lives. The following sections present a variety of options for creating characters with a tie to dragons: “Draconic Races” presents variant dragonborn race options to
give characters a draconic heritage strongly linked to the three great dragon families. “Subclass Options” allows monk and ranger characters to explore deeper ties with dragonkind. “Heroes of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Subclass A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Hunter subclass. Hunter Protect Nature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climb or fly. Rooms. A room’s ceiling is at least as high as the room is wide, often higher. If a room’s ceiling height isn’t specified in the text, assume it’s the minimum height. Tunnels. A tunnel’s
ceiling is as high as the tunnel is wide, unless otherwise noted. Most tunnels in Undermountain are arched and have no visible structural supports. Exceptions are called out in the text. Doors and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from limestone. Chamber ceilings are 20 feet high, while hallway ceilings are 10 feet high. Doors are wooden and unlocked unless otherwise specified; some must be opened by special means. The complex’s
Features of the Tomb Unless otherwise stated, the areas of the complex have the following features. Ceilings, Doors, Floors, and Walls The ceilings, floors, and walls of the complex are constructed
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Starglass Waypoint Features Unless otherwise specified, Starglass Waypoint has the following features. Glassteel Doors All doors in the complex are made of a magical substance called glassteel, which
has the texture and transparency of glass and tremendous resilience. The doors have Immunity to all damage. Certain doors are sealed by magic (as indicated on Map: Starglass Waypoint Lower Level and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Haskasori Features Unless otherwise specified, the ruins of Haskasori have the following features. Amulets of Yaarnak King Yaarnak’s priests created ornamental jade amulets to mark the king’s most
. Doors Haskasori’s few doors are at the end of the bridge (area H2), at the entrance to the vault (area H8), and in the temple (area H14). These massive stone doors are sealed with powerful magic. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Variant: Customizing Ability Scores At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set
, ranger, rogue
Racial Increases:
Elf (+2)
Halfling (+2)
Forest gnome (+1)
Human (+1)
Constitution Measures: Health, stamina, vital force
Important for: Everyone
Racial Increases:
Dwarf
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
.
Level 3: Fey Wanderer Spells When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
Fey Wanderer Spells Ranger Level
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Unless specified otherwise, ceilings in the tomb are 8 feet high in corridors and 12 feet high in rooms. Crawlways Certain areas of the tomb are accessible only by way of narrow tunnels. These crawlways
are 3 feet high and 2 feet wide. Lighting All areas of the tomb are unlit unless noted otherwise. Secret Doors Most secret doors within the tomb slide open on stone runners. The handles that unlock
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
garbage that gathers in Sigil’s alleys and sewers. Common and giant rats are found throughout the Cage, as are variant cranium rats known as squeakers (further detailed in Morte’s Planar Parade). Adapted
virtually nonexistent due to the scarcity of arable land. Outside of private gardens and the occasional community plot, the only plant that flourishes in the City of Doors is razorvine, a prickly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
into more hovels. Deep gnome hovels have no doors. The locals are willing to talk with the characters, pointing them toward a particular cave that was recently evacuated. A “ghost” manifested there and
his home, then began to throw fits and terrorize any creatures coming near. Vazuk is a specter (use the poltergeist variant). He can’t be turned while inside his former home. He attacks the characters
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood and plaster, with heavy wooden doors, except as specified otherwise. Ceilings. Most of the Deans’ Wing has 12-foot ceilings, while the records rooms (area L4) have 20-foot-high ceilings
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points.
Variant: Customizing Ability Scores At your Dungeon Master’s option, you can use this variant for determining
, paladin
Racial Increases
Mountain dwarf (+2), Dragonborn (+2), Half-orc (+2), Human (+1)
Dexterity
Important for: Monk, ranger, rogue
Racial Increases: Elf (+2), Halfling (+2), Forest
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
overconfident Corsairs fight to the death.
Cobblehook Cove Features Unless otherwise specified, Cobblehook Cove has the following features.
Acid Pools Since Sablewing made the cove his lair, it has filled
in the cove’s constructed buildings (areas B3 and B4) are 20 feet tall. Doors Doors in the cove are unlocked except for the door in area B5 and the door to the side room in area B6, which leads to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the following variants. Choose whichever one best suits your campaign. Ability Check Proficiency With this variant rule, characters don’t have skill proficiencies. Instead, each character has
Wisdom Monk Strength, Dexterity, or Intelligence Paladin Strength, Wisdom, or Charisma Ranger Strength, Dexterity, or Wisdom Rogue Dexterity, Intelligence, Wisdom, or Charisma Sorcerer Intelligence or