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Returning 35 results for 'blazing blade diffusing comforts rogues'.
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Monsters
The Book of Many Things
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
", "rollAction":"Blazing Morningstar", "rollDamageType":"fire"} fire damage.
Blade Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blade Storm"}. The champion
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
Monsters
Van Richten’s Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richten’s Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Monsters
Van Richten’s Guide to Ravenloft
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade
Monsters
Van Richten’s Guide to Ravenloft
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
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->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6
) piercing damage plus 14 (4d6) fire damage.
Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
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






