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Returning 35 results for 'barriers bolts diffusing completed rogues'.
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Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
terrible faces appear in the clouds. If this doesn’t urge them to act, the ritual will be completed, and the adventurers must deal with the consequences (see “Aftermath” below for details
drink have been pushed aside to make room for a large copper statue at the far side of the room. The statue depicts a four-armed storm god holding lightning bolts in each hand.
Before the statue
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
terrible faces appear in the clouds. If this doesn’t urge them to act, the ritual will be completed, and the adventurers must deal with the consequences (see “Aftermath” below for details
drink have been pushed aside to make room for a large copper statue at the far side of the room. The statue depicts a four-armed storm god holding lightning bolts in each hand.
Before the statue
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
terrible faces appear in the clouds. If this doesn’t urge them to act, the ritual will be completed, and the adventurers must deal with the consequences (see “Aftermath” below for details
drink have been pushed aside to make room for a large copper statue at the far side of the room. The statue depicts a four-armed storm god holding lightning bolts in each hand.
Before the statue
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
, and Thief subclasses.
Arcane Trickster Enhance Stealth with Arcane Spells
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
, and Thief subclasses.
Arcane Trickster Enhance Stealth with Arcane Spells
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
, and Thief subclasses.
Arcane Trickster Enhance Stealth with Arcane Spells
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in
Compendium
- Sources->Dungeons & Dragons->Divine Contention
successfully completed the “Icingdeath and Twinkle” quest). After this time, allied reinforcements rally to secure the palisade in this section and drive back the undead. The party holds the line
lightning bolts at them. The players have one minute to act before the gate is destroyed and the barbarians pour through. A large force of anchorites is pressing at the gates, numbering at least a hundred
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, a hammer, a rusty hand saw, a hooded lantern, a few 10-foot lengths of hempen rope, and a stack of firewood. Treasure. A careful search of this area reveals a case of twelve +2 bolts left behind by
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
Compendium
- Sources->Dungeons & Dragons->Divine Contention
successfully completed the “Icingdeath and Twinkle” quest). After this time, allied reinforcements rally to secure the palisade in this section and drive back the undead. The party holds the line
lightning bolts at them. The players have one minute to act before the gate is destroyed and the barbarians pour through. A large force of anchorites is pressing at the gates, numbering at least a hundred
Compendium
- Sources->Dungeons & Dragons->Divine Contention
successfully completed the “Icingdeath and Twinkle” quest). After this time, allied reinforcements rally to secure the palisade in this section and drive back the undead. The party holds the line
lightning bolts at them. The players have one minute to act before the gate is destroyed and the barbarians pour through. A large force of anchorites is pressing at the gates, numbering at least a hundred
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, a hammer, a rusty hand saw, a hooded lantern, a few 10-foot lengths of hempen rope, and a stack of firewood. Treasure. A careful search of this area reveals a case of twelve +2 bolts left behind by
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, a hammer, a rusty hand saw, a hooded lantern, a few 10-foot lengths of hempen rope, and a stack of firewood. Treasure. A careful search of this area reveals a case of twelve +2 bolts left behind by
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall, and it looks like it can be removed. The first creature that touches the wand triggers a chain lightning spell (save DC 17) that springs from it, targeting that creature. The bolts that spring
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall, and it looks like it can be removed. The first creature that touches the wand triggers a chain lightning spell (save DC 17) that springs from it, targeting that creature. The bolts that spring
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall, and it looks like it can be removed. The first creature that touches the wand triggers a chain lightning spell (save DC 17) that springs from it, targeting that creature. The bolts that spring
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP Bullets, Firearm 10 Pouch 2 lb. 3 GP Bullets, Sling 20 Pouch 1½ lb. 4 CP Needles 50 Pouch 1 lb. 1 GP Antitoxin (50 GP) As a Bonus Action
sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
lists the item that is typically used to store each type; storage must be bought separately. Ammunition Type Amount Storage Weight Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP
additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment. Chain (5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP Bullets, Firearm 10 Pouch 2 lb. 3 GP Bullets, Sling 20 Pouch 1½ lb. 4 CP Needles 50 Pouch 1 lb. 1 GP Antitoxin (50 GP) As a Bonus Action
sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP Bullets, Firearm 10 Pouch 2 lb. 3 GP Bullets, Sling 20 Pouch 1½ lb. 4 CP Needles 50 Pouch 1 lb. 1 GP Antitoxin (50 GP) As a Bonus Action
sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
lists the item that is typically used to store each type; storage must be bought separately. Ammunition Type Amount Storage Weight Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP
additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment. Chain (5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
lists the item that is typically used to store each type; storage must be bought separately. Ammunition Type Amount Storage Weight Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP
additional 5 feet. Case, Crossbow Bolt (1 GP) A Crossbow Bolt Case holds up to 20 Bolts. Case, Map or Scroll (1 GP) A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment. Chain (5
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
in this hall, which can’t be disabled by any other means. Any creature that enters the hall for the first time on a turn or starts its turn in the hall is struck by bolts of lightning that leap from
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
in this hall, which can’t be disabled by any other means. Any creature that enters the hall for the first time on a turn or starts its turn in the hall is struck by bolts of lightning that leap from
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
in this hall, which can’t be disabled by any other means. Any creature that enters the hall for the first time on a turn or starts its turn in the hall is struck by bolts of lightning that leap from
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand






