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Returning 35 results for 'blinding bottom diffusing core rogues'.
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classes
Player’s Handbook
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Monsters
Spelljammer: Adventures in Space
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Spelljammer: Adventures in Space
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s level 1 features, which are listed in the Rogue Features
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
criminal or officer of the law can match the subtle brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
criminal or officer of the law can match the subtle brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s level 1 features, which are listed in the Rogue Features
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Monsters
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
criminal or officer of the law can match the subtle brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
brilliance of the greatest Rogues. Becoming a Rogue... As a Level 1 Character Gain all the traits in the Core Rogue Traits table. Gain the Rogue’s level 1 features, which are listed in the Rogue Features
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges, and the
4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges, and the
4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges, and the
4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
in a blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges
in area 4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
in a blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges
in area 4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
in a blinding cloud of flapping and squeaking rodents. The bats present no danger, but their racket drowns out other noise and makes it impossible to see more than 5 feet. It also alerts the stirges
in area 4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
If It Exists In D&D, There’s A Place for It in Eberron … But It May Not Be the Place You’re Used To. Eberron draws on the core elements of D&D. It’s a world of wizards and rogues, a setting with
found his way to Eberron from the core cosmology. But the DM can always say “No, there is no version of Gruumsh in my Eberron.” This comes to a critical point. Nothing is set in stone. Like every
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
If It Exists In D&D, There’s A Place for It in Eberron … But It May Not Be the Place You’re Used To. Eberron draws on the core elements of D&D. It’s a world of wizards and rogues, a setting with
found his way to Eberron from the core cosmology. But the DM can always say “No, there is no version of Gruumsh in my Eberron.” This comes to a critical point. Nothing is set in stone. Like every
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
If It Exists In D&D, There’s A Place for It in Eberron … But It May Not Be the Place You’re Used To. Eberron draws on the core elements of D&D. It’s a world of wizards and rogues, a setting with
found his way to Eberron from the core cosmology. But the DM can always say “No, there is no version of Gruumsh in my Eberron.” This comes to a critical point. Nothing is set in stone. Like every
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from wall, floor, or object 28–30 Touching an object triggers a flesh to stone spell 31–33 Floor collapses or is an illusion 34–36 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall.
The cook, Lorga, prepares bland mushroom stew. Despite his blinding cataracts, he knows his way around the kitchen and the adjoining pantry. If he hears one or more characters enter, he
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall.
The cook, Lorga, prepares bland mushroom stew. Despite his blinding cataracts, he knows his way around the kitchen and the adjoining pantry. If he hears one or more characters enter, he
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall.
The cook, Lorga, prepares bland mushroom stew. Despite his blinding cataracts, he knows his way around the kitchen and the adjoining pantry. If he hears one or more characters enter, he
into the basin and mix with the blood pooling there (see “Regional Effects”). A stone plug covers the drainpipe in the bottom of the basin. 11b. Pantry Fifty gray sacks rest atop stone shelves carved into the walls of this 10-foot-high room. The sacks contain edible fungi and dried moss.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from wall, floor, or object 28–30 Touching an object triggers a flesh to stone spell 31–33 Floor collapses or is an illusion 34–36 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from wall, floor, or object 28–30 Touching an object triggers a flesh to stone spell 31–33 Floor collapses or is an illusion 34–36 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
priesthood depends on the tenets of that god: the cunning rogues who venerate Mask have little in common with the upright law-keepers of Tyr, and the delightful revelers who revere Lliira are different from
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
priesthood depends on the tenets of that god: the cunning rogues who venerate Mask have little in common with the upright law-keepers of Tyr, and the delightful revelers who revere Lliira are different from
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
priesthood depends on the tenets of that god: the cunning rogues who venerate Mask have little in common with the upright law-keepers of Tyr, and the delightful revelers who revere Lliira are different from
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from






