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Returning 35 results for 'certain rogues gloom to her require'.
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certain rogues good to her required
certain rogues good to her requiem
certain rogues glory to her required
certain rogues good to her require
certain roles good to her require
Monsters
Spelljammer: Adventures in Space
half damage if it fails, provided it isn’t incapacitated.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of
attract a chwinga to a particular creature vary. A chwinga might like the way a certain creature walks or the way it combs its hair, or be smitten by its ability to play music or to eat copious amounts of food.
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead.
Unusual Nature. The horror doesn’t require air.Multiattack. The horror makes one Bite attack
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Backgrounds
Baldur’s Gate: Descent into Avernus
20
Woodcarvers, coopers, and bowyers
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of
adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will
Monsters
Van Richten’s Guide to Ravenloft
. The juggernaut doesn’t require air, food, drink, or sleep.Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick
a certain area its territory and visits destruction upon all trespassers.
Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has
Backgrounds
Baldur’s Gate: Descent into Avernus
be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
BALDUR’S GATE FEATURE: RUMOR MONGER
Via your personal rumor mill and articles
tomes related to a specific field of lore.
5
I’ve been searching my whole life for the answer to a certain question.
6
I sold my soul for knowledge. I hope to do great deeds and win it
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or
take on the extra effort to weave adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership
backgrounds
misfortune and ward away evil. They could just as likely invite gloom and the ire of the old spirits.
Feat: Charm Twister
Skill Proficiencies: Insight, Nature
Language: Sylvan
Tool Proficiencies
has become increasingly withdrawn and uncharacteristically agitated.
3
An order of druids, the Circle of Wicker, taught you their ways. You aren’t certain why.
4
Someone offered you a
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Suggested
life for the answer to a certain question.
6
I sold my soul for knowledge. I hope to do great deeds and win it back.
d6
Flaw
1
I am easily distracted by the promise of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bladecutter
When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get
into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one
Concentration
Legacy
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Rules
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.If a spell must be maintained with concentration, that fact appears
for each source of damage.Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.The DM might also decide that certain environmental phenomena, such
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bladecutter
When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get
into and out of trouble in ways that few other characters can emulate. Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guilty Pleasure Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are
physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guilty Pleasure Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are
physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
certain types of theft, such as housebreaking or picking pockets. Besides characters with the criminal background, young urchins often find a place in criminal syndicates by filling this role. Rogues
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example
, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example
, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell. Longer Casting Times Certain spells—including a spell cast as a Ritual
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
certain types of theft, such as housebreaking or picking pockets. Besides characters with the criminal background, young urchins often find a place in criminal syndicates by filling this role. Rogues
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the spell description tells you exactly when you can do so.
Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a
spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
Bonus Action A spell cast with a bonus action is especially swift. You must use a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the spell description tells you exactly when you can do so.
Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a
spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
Bonus Action A spell cast with a bonus action is especially swift. You must use a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability
items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons
with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check.