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Returning 35 results for 'bigger blows diffusing climbing resolve'.
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bitter blocks diffusing climbing resolve
bitter blood diffusing climbing resolve
Classes
Player’s Handbook
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 strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
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
an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) 100 gp (150 gp) 12 (18) bloodstones worth 50 gp each The characters can also choose three magic items from the following list, or four items if they successfully negotiated for a bigger reward from
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
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
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
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
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
strike than wear an opponent down with a barrage of blows. Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common
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
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
construct. Pit and Sarcophagus A character needs climbing gear or magic to scale the walls of the pit, which are made of smooth stone. The sarcophagus at the bottom of the pit has a bas-relief of a laughing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
construct. Pit and Sarcophagus A character needs climbing gear or magic to scale the walls of the pit, which are made of smooth stone. The sarcophagus at the bottom of the pit has a bas-relief of a laughing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
construct. Pit and Sarcophagus A character needs climbing gear or magic to scale the walls of the pit, which are made of smooth stone. The sarcophagus at the bottom of the pit has a bas-relief of a laughing
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
one a slimy green orb with a large central eye and four writhing eyestalks. Gathered around them are half a dozen smaller creatures of similar shape, each no bigger than a grapefruit. Sitting on a
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
one a slimy green orb with a large central eye and four writhing eyestalks. Gathered around them are half a dozen smaller creatures of similar shape, each no bigger than a grapefruit. Sitting on a
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
one a slimy green orb with a large central eye and four writhing eyestalks. Gathered around them are half a dozen smaller creatures of similar shape, each no bigger than a grapefruit. Sitting on a
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
feet from bow to stern and requires a crew of at least ten creatures that are Large or bigger. A greatship has a speed of 6 mph, AC 15, a damage threshold of 20, and 3,000 hit points. It can hold up to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
feet from bow to stern and requires a crew of at least ten creatures that are Large or bigger. A greatship has a speed of 6 mph, AC 15, a damage threshold of 20, and 3,000 hit points. It can hold up to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giants moor their enormous ships.
Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
Climbing. A creature can scale the icy cliffs of
feet from bow to stern and requires a crew of at least ten creatures that are Large or bigger. A greatship has a speed of 6 mph, AC 15, a damage threshold of 20, and 3,000 hit points. It can hold up to






