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Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Rogue
Legacy
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Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Helm of telepathy Wondrous item Yes Instrument of the bards (Doss lute) Wondrous item Yes (bard) Instrument of the bards (Fochlucan bandore) Wondrous item Yes (bard) Instrument of the bards (Mac-Fuirmidh
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Helm of telepathy Wondrous item Yes Instrument of the bards (Doss lute) Wondrous item Yes (bard) Instrument of the bards (Fochlucan bandore) Wondrous item Yes (bard) Instrument of the bards (Mac-Fuirmidh
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Helm of telepathy Wondrous item Yes Instrument of the bards (Doss lute) Wondrous item Yes (bard) Instrument of the bards (Fochlucan bandore) Wondrous item Yes (bard) Instrument of the bards (Mac-Fuirmidh
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Symbol Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
captives taken by cultists were impaled on the doors: the inn’s owner, Martisha Vinetalker, was dragged into the basement, and a local bard, Tarbin Tul, was taken away on horseback. Cray thinks the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
captives taken by cultists were impaled on the doors: the inn’s owner, Martisha Vinetalker, was dragged into the basement, and a local bard, Tarbin Tul, was taken away on horseback. Cray thinks the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
captives taken by cultists were impaled on the doors: the inn’s owner, Martisha Vinetalker, was dragged into the basement, and a local bard, Tarbin Tul, was taken away on horseback. Cray thinks the






