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Returning 35 results for 'changing rogues gain to her resolve'.
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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
, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP
Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They
Magic Items
Princes of the Apocalypse
;orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two.
You gain the following benefits while holding this magic weapon
:
You gain a +2 bonus to attack and damage rolls made with it.
When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
her most loyal cultists. They can gain the Ferocious Surge trait, and her cult’s leaders can also gain the Infernal Tactics trait.
Ferocious Surge (Recharges after a Short or Long Rest). When
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells
Monsters
Waterdeep: Dungeon of the Mad Mage
. Undermountain is his home, an amusement gallery in which others perform to entertain him.
The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
monsters
originating from the mulventok gain a +1 bonus to attack rolls and ability checks, provided they don’t oppose the mulventok’s imprinted goal. Multiattack. The mulventok makes two melee
Reaction to move up to its Speed and make a melee weapon attack. If it does, the creature has Advantage on the attack. Donate Resolve. Trigger: Damage would reduce a creature the mulventok can see to 0
classes
Gain Strength Through Suffering
Clad in grime-soaked armor and wielding rusting weapons, Oath of Pestilence Paladins spread corruption, disease, and filth. Bound by an oath that infests their bodies
with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.
The Paladins share the following tenets:
Spread plague to foster strength in the survivors.
There is nothing unnatural or immoral about the ending of life.
Might makes right.
Inspiring Leader
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can
see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
feats
Able to whip up a tasty meal from the barest ingredients, your meals fuel the resolve of the most stalwart adventurers.
You gain proficiency with cook’s utensils.
You can replace one type
feats
Coming out ahead, whether in games of chance or in life-or-death contention, fills you with resolve and vigor. You gain the following benefits.
Bet Big. If you don't already have it, you gain Heroic
any of these cases, the creature has a CR of 0 or lacks a CR (such as another player character), you don’t gain Heroic Inspiration.
Win Big. As a Bonus Action, you can expend your Heroic Inspiration to gain a number of Temporary Hit Points equal to your level.
feats
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Underdog’s Resolve. When
you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class for that attack.
Vengeful Strike. You have Advantage on attack rolls against any creature
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
, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack
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
; or (B) 100 GP Rogues rely on cunning, 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. A few
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
, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack
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
; or (B) 100 GP Rogues rely on cunning, 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. A few
changing between different fighting techniques in the midst of battle. You gain the following benefits:
One Handed. While wielding a versatile weapon in one hand, your quick movements and agile defense
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Character Creation Options Next are four chapters of character-focused content: Chapter 6: Rogue. This chapter provides advice and new magic items suited to bards, rangers, rogues, and other
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which
can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Inspiring Leader Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which
can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Spelljammer Duels A ship can have more than one spelljamming helm aboard it, but only one spelljamming helm at a time can be used to control the ship. If a spelljammer tries to gain control of a ship
by using a second spelljamming helm, a spelljammer duel ensues. Resolve this conflict by having each spelljammer make a Constitution check; if the dueling spelljammers tie, have them reroll. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Arcadia Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Salted Legacy An Adventure for 1st-Level Characters A series of disturbances plagues the Dyn Singh Night Market, an endlessly changing maze of stalls filled with incredible wares, enticing smells
’ conflict from escalating, the characters must earn the trust of the market’s vendors and gain their help to unmask who’s behind a rash of vandalism and thefts.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Spelljammer Duels A ship can have more than one spelljamming helm aboard it, but only one spelljamming helm at a time can be used to control the ship. If a spelljammer tries to gain control of a ship
by using a second spelljamming helm, a spelljammer duel ensues. Resolve this conflict by having each spelljammer make a Constitution check; if the dueling spelljammers tie, have them reroll. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Arcadia Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Changing Your Subclass Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents an area of specialization and offers different class features as you
level up. With your DM’s approval, you can change your subclass when you would normally gain a new subclass feature. If you decide to make this change, choose another subclass that belongs to your class
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Salted Legacy An Adventure for 1st-Level Characters A series of disturbances plagues the Dyn Singh Night Market, an endlessly changing maze of stalls filled with incredible wares, enticing smells
’ conflict from escalating, the characters must earn the trust of the market’s vendors and gain their help to unmask who’s behind a rash of vandalism and thefts.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Changing Your Subclass Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents an area of specialization and offers different class features as you
level up. With your DM’s approval, you can change your subclass when you would normally gain a new subclass feature. If you decide to make this change, choose another subclass that belongs to your class
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
out one skill or tool proficiency for another doesn’t make a character any stronger or weaker, but doing so can change the flavor of a class in subtle ways. For example, a prominent guild of rogues in
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Personal Bastion (Combat) Focusing all your resolve, you stand fast and watch your enemies flail against your defenses. As a Magic action, you become motionless and gain the following effects: You
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Coins This suit symbolizes avarice and the desire for personal and material gain. It is also symbolic of gluttony, lust, and obsession. On the side of good, this suit can suggest the accumulation of
freely; likable rogues and rapscallions Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins Trader Commerce; smuggling and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
out one skill or tool proficiency for another doesn’t make a character any stronger or weaker, but doing so can change the flavor of a class in subtle ways. For example, a prominent guild of rogues in