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Returning 35 results for 'choose reminding grand to her rogues'.
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Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
Monsters
Domains of Delight: A Feywild Accessory
location in that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw, he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including upside down
form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
Species
Van Richten’s Guide to Ravenloft
or choose an option from the Hexblood Origins table to determine how your character gained their lineage.
Hexblood Origins
d6
Origin
1
Seeking a child, your parent made a bargain
locals seeking grand fortunes for their children.
Tepest. Many of the children in the town of Viktal are hexbloods who exhibit their supernatural natures from a young age. Each youngster is
Backgrounds
Strixhaven: A Curriculum of Chaos
any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: One type of
school uniform, and a pouch containing 10 gp
Feature: Prismari Initiate
You gain the Strixhaven Initiate feat and must choose Prismari within it.
In addition, if you have the Spellcasting or
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
serves the dragon as a parlor.
Ice Sculptures. In each of the areas enclosed by the anterior spires and the grand spires, four ice sculptures (shown as circled stars on the map) depict dragons of
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
than towers and enclose a terraced, open-air amphitheater that serves the dragon as a parlor.
Ice Sculptures. In each of the areas enclosed by the anterior spires and the grand spires, four ice
Monsters
Waterdeep: Dungeon of the Mad Mage
, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the Zorak fails a saving throw, he can choose
strike.
Bite (Costs 2 Actions). Zorak makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (4/Day). If the baernaloth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The baernaloth has advantage on saving throws against spells and other
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose to succeed instead.
Magic Resistance. Malaxxix has advantage on saving throws against spells and other magical
attack.Legends describe the dread being Malaxxix as the child of one of the night hags who created the first yugoloths. Malaxxix is often lumped in with such Fiends, perhaps because it too has a grand
Backgrounds
Baldur’s Gate: Descent into Avernus
Upper City, where they host grand galas and flaunt cosmopolitan fashions, but are walled off from the poverty and squalor of the less fortunate districts and their neighborhoods. Although they might
knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the
Monsters
Waterdeep: Dungeon of the Mad Mage
can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
Backgrounds
Guildmasters’ Guide to Ravnica
: Choose one of Elvish, Giant, or Kraul
Equipment: A Golgari insignia, a poisoner’s kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed
by reminding them of death’s inevitable approach.
Personality Traits
d8
Personality Trait
1
Remember, I could kill you in your sleep. Or put centipedes in your bedroll
Backgrounds
Guildmasters’ Guide to Ravnica
necessary.
Skill Proficiencies: Nature, Persuasion
Tool Proficiencies: One type of artisan’s tools or one musical instrument
Languages: Choose one of Elvish, Loxodon, or
or injury in any creature saddens me.
7
I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life.
8
Nature offers rich and abundant metaphors
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components
comfortable in extreme heat, so they frequently choose lair sites in the sides of volcanoes or near geothermal vents.
An emerald dragon’s lair is a maze of twisting tunnels, interconnected caverns
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
;and ideally forgotten—by other creatures. They are most comfortable in extreme heat, so they frequently choose lair sites in the sides of volcanoes or near geothermal vents.
An emerald dragon
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
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
any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Skill and Precision Rogues devote as much effort to mastering the use of a
Magic Items
Lost Laboratory of Kwalish
or at any other point during the adventure.
Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before
attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson’s patron — a similarly powerful devil.
Fool. For the duration of the
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
vampire makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of
bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault
monsters
Magic Resistance The Yithian has Advantage on saving throws against spells and other magical effects.
Time Master. When the Yithian rolls Initiative, it may choose to treat the result of its d20
polyps, they enacted a grand plan to cast their minds forward to scout the future, find a suitable home, and eventually cast their minds to that era.
Temporal Explorers. The Yithians have developed the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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->Curse of Strahd
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->Lost Laboratory of Kwalish
bad for it in combat, it might choose to do so in order to escape (if you wish to preserve the Grand Master as a future villain), or to summon an ally (if the fight against it proves too easy).
The Grand Master As the leader of the monastery, the Grand Master is meant to present a difficult but not impossible challenge. You might wish to modify his capabilities depending on the relative
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bad for it in combat, it might choose to do so in order to escape (if you wish to preserve the Grand Master as a future villain), or to summon an ally (if the fight against it proves too easy).
The Grand Master As the leader of the monastery, the Grand Master is meant to present a difficult but not impossible challenge. You might wish to modify his capabilities depending on the relative
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity. Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: One type of musical
pouch containing 10 gp Feature: Prismari Initiate You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Prismari within it. In addition, if you have the Spellcasting
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity. Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: One type of musical
pouch containing 10 gp Feature: Prismari Initiate You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Prismari within it. In addition, if you have the Spellcasting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marcher Characters As a character from the Shadow Marches, you could choose to carry the Mark of Finding regardless of whether you have ties to House Tharashk. As a Marcher, a critical question is
they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them. Some in the clans worship a limited form of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an