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Returning 35 results for 'been being delving cunning rolling'.
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classes
Player’s Handbook
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Eldritch Invocations
Cantrips
Prepared Spells
Spell Slots
Slot Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a
Proficiency Bonus Class Features Sneak Attack 1 +2 Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery 1d6 2 +2 Cunning Action 1d6 3 +2 Rogue Subclass, Steady Aim 2d6 4 +2 Ability Score Improvement 2d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving
distance using your Dexterity rather than your Strength. Level 9: Supreme Sneak You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving
distance using your Dexterity rather than your Strength. Level 9: Supreme Sneak You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving
distance using your Dexterity rather than your Strength. Level 9: Supreme Sneak You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
rolling a d20, adding any modifiers, and comparing the total to a Difficulty Class, and they’re all subject to advantage and disadvantage. In short, they share the same procedure for determining
number? Ability checks don’t score critical hits. Attack rolls do. Is a 1 on an ability check an automatic failure? Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
rolling a d20, adding any modifiers, and comparing the total to a Difficulty Class, and they’re all subject to advantage and disadvantage. In short, they share the same procedure for determining
number? Ability checks don’t score critical hits. Attack rolls do. Is a 1 on an ability check an automatic failure? Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
rolling a d20, adding any modifiers, and comparing the total to a Difficulty Class, and they’re all subject to advantage and disadvantage. In short, they share the same procedure for determining
number? Ability checks don’t score critical hits. Attack rolls do. Is a 1 on an ability check an automatic failure? Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-difficulty fight, perhaps against the adventure’s primary villain or another threat. Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-difficulty fight, perhaps against the adventure’s primary villain or another threat. Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-difficulty fight, perhaps against the adventure’s primary villain or another threat. Vary Threats. Build encounters using different threats. If the characters are delving into a kuo-toa temple and
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
isn’t reduced to 0 by using Steady Aim. Level 13: Envenom Weapons When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
isn’t reduced to 0 by using Steady Aim. Level 13: Envenom Weapons When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
isn’t reduced to 0 by using Steady Aim. Level 13: Envenom Weapons When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have the magic, cunning, and courage needed to loot them. (The sites are not marked on the map, giving you the flexibility to place them where you want and change any of their particulars.) Sinker
encounters that can take place along the seashore or on the surface of the water. Check for an encounter once per day by rolling a d20. On an 18 or higher, the characters have an encounter at some point
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have the magic, cunning, and courage needed to loot them. (The sites are not marked on the map, giving you the flexibility to place them where you want and change any of their particulars.) Sinker
encounters that can take place along the seashore or on the surface of the water. Check for an encounter once per day by rolling a d20. On an 18 or higher, the characters have an encounter at some point
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have the magic, cunning, and courage needed to loot them. (The sites are not marked on the map, giving you the flexibility to place them where you want and change any of their particulars.) Sinker
encounters that can take place along the seashore or on the surface of the water. Check for an encounter once per day by rolling a d20. On an 18 or higher, the characters have an encounter at some point
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days. Running a Business Adventurers can end up owning businesses that have nothing to do with delving into
compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days. Running a Business Adventurers can end up owning businesses that have nothing to do with delving into
compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days. Running a Business Adventurers can end up owning businesses that have nothing to do with delving into
compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
attack against it as a bonus action.
Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling
XP)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and