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Returning 31 results for 'both before deafened cantrips rogue'.
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Monsters
Spelljammer: Adventures in Space
uses an action to reattach the arm.
15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until
autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns
Monsters
Curse of Strahd
spell attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse
Monsters
Sleeping Dragon’s Wake
DC 17; +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand
deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon can alter the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
. When multiclassing, do you get the cantrips from all your classes? If any of your classes grants you cantrips, you get all of them. Do you gain proficiency in more saving throws when multiclassing? A
concentration. Can a barbarian/fighter (Battle Master) use maneuvers while raging? Nothing in the barbarian’s Rage feature precludes the use of maneuvers. Can a rogue/monk use Sneak Attack with unarmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
1 −5 −5
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 7
Languages None
CR 1/4 (XP
. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.
—Levity Quickstitch, Rogue
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another
Rogue Subclasses A Rogue subclass is a specialization that grants you features at certain Rogue levels, as specified in the subclass. This section presents the Arcane Trickster, Assassin, Soulknife
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
armor or a Shield (or both), calculate your AC using the rules in “Equipment”. A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
equipped to expose and end hidden evils. Inquisitive Features Rogue Level Feature 3rd Ear for Deceit, Eye for Detail, Insightful Fighting 9th Steady Eye 13th Unerring Eye 17th Eye for Weakness
within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
Shield (or both), calculate your AC using the rules in chapter 6. A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character
Magic Items
The Book of Many Things
Pit
40
Plant
41
Priest
42
Prisoner
43
Puzzle*
44
Ring
45
Rogue*
46
Ruin*
47
Sage*
48
Shield
49
Ship
50
Skull*
51
Staff
52
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for. No two autognomes are necessarily made of the same
deafened until a creature uses an action to reattach the head, which reactivates it.
17–20: “Have a Magical Day!” The autognome explodes and is destroyed. Each creature within 20 feet of the exploding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phrase (“Elf magic!”) causes a pale light to fill the area between the four pillars, ending the following conditions on a creature in that area: blinded, deafened, petrified, poisoned, and stunned
caryatid has AC 17, 90 hit points, and immunity to poison and psychic damage. It can be toppled with a successful DC 30 Strength (Athletics) check. Quadrone. Halaster found this rogue modron, decided to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration, zone of truth
the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
nonmagical attacks
Damage Immunities acid, cold, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
Senses blindsight 120 ft., passive Perception
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, friends, mage hand, poison spray
1st
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 22
Languages all the languages it knew in life
Challenge 15 (13,000 XP
spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, mage hand
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
use the spellcasting ability of that class when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you
use the spellcasting ability of that class when you cast the spell. CHRIS SEAMAN A character with Paladin and Warlock levels might call
on both a mighty oath and an otherworldly patron Cantrips
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as
Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin
spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
similar magic. 9 Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity (Stealth) checks with advantage. 10 Gem. At midnight on a clear night, the stars appear to
suppressed in the region. Common magic items, cantrips, and 1st-level spells don’t function within this area. 12 Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal
hit with spell attacks). Acererak has the following wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): ray of sickness, shield
2nd level (at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
cost of greater complexity. In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. Spiritual Focus 3rd-level College of Spirits feature You employ tools that aid
modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Tale of the Mind-Bender. You evoke an incomprehensible
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive perception
20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Illmarrow has the following wizard spells prepared:
Cantrips (at will): chill touch
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots
)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Knight* 30 Lance 31 Mage 32 Map 33 Maze 34 Mine 35 Monstrosity 36 Moon* 37 Ooze 38 Path 39 Pit 40 Plant 41 Priest 42 Prisoner 43 Puzzle* 44 Ring 45 Rogue* 46 Ruin* 47 Sage* 48 Shield 49 Ship 50 Skull* 51
to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor illusion
has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp
1st
skeletons attack any non-undead creature that enters. They don’t pursue anyone beyond this chamber. Treasure. The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under






