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Returning 34 results for 'clad wind rogues'.
Other Suggestions:
class with rogues
class wind rogues
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
which you see human skeletons clad in rusty mail. The roof is 40 feet high and 540 feet above the misty valley below. A wooden trapdoor in the floor squeals as it is pulled open, revealing area T5 below
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
which you see human skeletons clad in rusty mail. The roof is 40 feet high and 540 feet above the misty valley below. A wooden trapdoor in the floor squeals as it is pulled open, revealing area T5 below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal d20 Wind 1–12 None 13–17 Light 18–20 Strong d20 Precipitation 1
increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire
classes
Basic Rules (2014)
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his
Features
1st
+2
Fighting Style, Second Wind
2nd
+2
Action Surge (one use)
3rd
+2
Martial Archetype
4th
+2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal d20 Wind 1–12 None 13–17 Light 18–20 Strong d20 Precipitation 1
increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Giant Spider Den Giant spiders make their home here despite countless attempts by adventurers to get rid of them. 19a. Arachnid Down Clutter. Narrow paths wind between scattered piles of broken
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Giant Spider Den Giant spiders make their home here despite countless attempts by adventurers to get rid of them. 19a. Arachnid Down Clutter. Narrow paths wind between scattered piles of broken
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
eyes widen, then narrow. “What’s this foul treachery?” he hisses.
Unbeknownst to anyone aboard the Second Wind, Agony the ghost has taken possession of Flinch. Before the players roll initiative for
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
eyes widen, then narrow. “What’s this foul treachery?” he hisses.
Unbeknownst to anyone aboard the Second Wind, Agony the ghost has taken possession of Flinch. Before the players roll initiative for
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
Orc
Legacy
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Species
Volo's Guide to Monsters
strongholds, and then decorated with uniquely orcish accessories.
A war wagon is a source of great pride for a war chief, comparable to a human army’s banner or flag. Many are clad in armor and
of crows, or a sudden gust of wind — might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Prismari Character Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the
, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Prismari Character Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the
, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and a crate filled with packing straw. Standing against the north wall is a cabinet without doors, in which hang three cloaks made of walrus hide. Also present is a fur-clad Zhentarim wizard, Nilraun
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and a crate filled with packing straw. Standing against the north wall is a cabinet without doors, in which hang three cloaks made of walrus hide. Also present is a fur-clad Zhentarim wizard, Nilraun
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
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
to its favored deity, perhaps a set of wind chimes consecrated to Akadi hung from the high branches of a tree in the garden, or a wooden symbol shaped like the hand of Azuth in miniature displayed on a
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
to its favored deity, perhaps a set of wind chimes consecrated to Akadi hung from the high branches of a tree in the garden, or a wooden symbol shaped like the hand of Azuth in miniature displayed on a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the
the monstrous evil lurking beneath. Within a medieval town or city are places as deadly as any dungeon: A clock tower that serves as a base for a guild of kenku rogues and assassins A thieves’ guild
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the
the monstrous evil lurking beneath. Within a medieval town or city are places as deadly as any dungeon: A clock tower that serves as a base for a guild of kenku rogues and assassins A thieves’ guild
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
blowing snow. The water around the docks is frozen solid, and impoverished commoners clad in tattered garments gather around sputtering campfires for warmth. These folk are suspicious of anyone they
Mistshore. Amath lives in an old tower in the Castle Ward called Yellowspire. Zhents in the Wind As the characters leave the Fuoco residence, with or without Agorn as their prisoner, they are surrounded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
blowing snow. The water around the docks is frozen solid, and impoverished commoners clad in tattered garments gather around sputtering campfires for warmth. These folk are suspicious of anyone they
Mistshore. Amath lives in an old tower in the Castle Ward called Yellowspire. Zhents in the Wind As the characters leave the Fuoco residence, with or without Agorn as their prisoner, they are surrounded
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This library is bathed in supernatural silence. Two robed figures—a halfling man clad in blue and a dragonborn woman in yellow—work at tall desks amid ancient tomes, while other robed figures stand
glyph inside the drawer triggers, erupting with icy wind in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) cold damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This library is bathed in supernatural silence. Two robed figures—a halfling man clad in blue and a dragonborn woman in yellow—work at tall desks amid ancient tomes, while other robed figures stand
glyph inside the drawer triggers, erupting with icy wind in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) cold damage on a failed save
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
. 19: Knight A being composed of golden light and clad in plate armor rests on one knee in the center of the room. Chains of shadow wrap around its neck, wrists, and waist, binding it to the floor. A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
. 19: Knight A being composed of golden light and clad in plate armor rests on one knee in the center of the room. Chains of shadow wrap around its neck, wrists, and waist, binding it to the floor. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fey pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fey pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal stasis
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal stasis
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
called the Iron Trail connects Ironmaster to the Ten Trail, but it virtually disappears in the winter, buried under snow. It crosses wind-blasted hills and tundra, offering precious little shelter
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
called the Iron Trail connects Ironmaster to the Ten Trail, but it virtually disappears in the winter, buried under snow. It crosses wind-blasted hills and tundra, offering precious little shelter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wands (worth 10 gp each). K7. Reading Room This room contains the following features: A burly half-orc clad in black leather armor sits in an overstuffed chair in the northernmost corner of the room
12 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. The gas lingers for 1 minute unless dispersed with a gust of wind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wands (worth 10 gp each). K7. Reading Room This room contains the following features: A burly half-orc clad in black leather armor sits in an overstuffed chair in the northernmost corner of the room
12 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. The gas lingers for 1 minute unless dispersed with a gust of wind
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
energy. If the book is moved or touched, it flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air
clad in ornate plate armor sits up slowly with a listless expression.
Surrounding the dais are Iggwilv’s riches—sumptuous carpets, porcelain vessels displayed on inlaid stands, a polished side table
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
energy. If the book is moved or touched, it flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air
clad in ornate plate armor sits up slowly with a listless expression.
Surrounding the dais are Iggwilv’s riches—sumptuous carpets, porcelain vessels displayed on inlaid stands, a polished side table