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Returning 31 results for 'blade blessings diffusing currents rogues'.
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Rogue
Legacy
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Classes
Basic Rules (2014)
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing
their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, 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
Long Rest. BILLY CHRISTIAN Assassin Practice the Grim Art of Death An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, 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
Long Rest. BILLY CHRISTIAN Assassin Practice the Grim Art of Death An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, 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
Long Rest. BILLY CHRISTIAN Assassin Practice the Grim Art of Death An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the blessings it gives unto this land.”
If translated, the south wall’s hieroglyphs read: “In the years that followed, I learned of the passing of the pharaohs and how our tombs could guarantee a
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the blessings it gives unto this land.”
If translated, the south wall’s hieroglyphs read: “In the years that followed, I learned of the passing of the pharaohs and how our tombs could guarantee a
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the blessings it gives unto this land.”
If translated, the south wall’s hieroglyphs read: “In the years that followed, I learned of the passing of the pharaohs and how our tombs could guarantee a
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
rises from the goblet’s contents and dissipates in the cold air.
Each window in the auditorium depicts a wizard casting a spell from one of the eight schools of magic. The spells depicted are blade
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L4: Guano
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L4: Guano
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L4: Guano
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
ghostly blue and swings open silently. Scythe Trap. If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door
: +5 to hit, 4 (1d8) slashing damage. The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
ghostly blue and swings open silently. Scythe Trap. If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door
: +5 to hit, 4 (1d8) slashing damage. The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
ghostly blue and swings open silently. Scythe Trap. If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door
: +5 to hit, 4 (1d8) slashing damage. The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is






