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Returning 35 results for 'client rogues guide to her reflective'.
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Species
Eberron: Rising from the Last War
Kundarak manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and
reputation for unshakable integrity. The house has no love of renegade dwarves using their marks to turn a profit, and such rogues strive to avoid the eye of Kundarak.
As the dwarves of the Mror
Graz'zt
Legacy
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Monsters
Out of the Abyss
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave. House Kundarak has a close alliance with House Sivis. Like the House of Scribing
, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakable integrity. The house has no love of renegade dwarves using their marks to turn a profit, and such rogues will want to avoid the eye of Kundarak.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave. House Kundarak has a close alliance with House Sivis. Like the House of Scribing
, Kundarak has worked to earn the trust of its clients and to establish a reputation for unshakable integrity. The house has no love of renegade dwarves using their marks to turn a profit, and such rogues will want to avoid the eye of Kundarak.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave. House Kundarak has
renegade dwarves using their marks to turn a profit, and such rogues strive to avoid the eye of Kundarak. As the dwarves of the Mror Holds have come into increasing conflict with the daelkyr, Lord
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Rogue Rogues are most at home in House Dimir, the Golgari Swarm, and the Orzhov Syndicate. Rogue Subclass Guild Arcane Trickster Dimir Assassin Dimir, Golgari, Orzhov Inquisitive* Azorius, Dimir
Mastermind* Dimir Scout* Gruul Swashbuckler* Rakdos Thief Dimir, Golgari, Orzhov, Rakdos *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Rogue Rogues are most at home in House Dimir, the Golgari Swarm, and the Orzhov Syndicate. Rogue Subclass Guild Arcane Trickster Dimir Assassin Dimir, Golgari, Orzhov Inquisitive* Azorius, Dimir
Mastermind* Dimir Scout* Gruul Swashbuckler* Rakdos Thief Dimir, Golgari, Orzhov, Rakdos *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and retrieve them at any other Kundarak enclave. House Kundarak has
renegade dwarves using their marks to turn a profit, and such rogues strive to avoid the eye of Kundarak. As the dwarves of the Mror Holds have come into increasing conflict with the daelkyr, Lord
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and bards and rogues certainly have a place on the plains. Outlander is a logical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an
, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon druids, often assuming
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
locate exotic materials for crafting, spell components, or magic items, or buyers for them (a downtime activity in the Dungeon Master’s Guide and Xanathar’s Guide to Everything). You can locate or sell
the training downtime activity (as described in the Player’s Handbook and Xanathar’s Guide to Everything), the training takes half as long if you are studying a subject the guild specializes in. The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
locate exotic materials for crafting, spell components, or magic items, or buyers for them (a downtime activity in the Dungeon Master’s Guide and Xanathar’s Guide to Everything). You can locate or sell
the training downtime activity (as described in the Player’s Handbook and Xanathar’s Guide to Everything), the training takes half as long if you are studying a subject the guild specializes in. The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and bards and rogues certainly have a place on the plains. Outlander is a logical background, but you could easily be a bold folk hero, a dashing entertainer, or a clever charlatan. You could even be an
, and they’re all around you. Do you believe that the spirits guide your actions? Do you show respect to the spirits of a location? Talentan shamans tend to be Shepherd or Moon druids, often assuming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
group of stealthy characters moving slowly might be able to sneak past enemies that clumsier characters would alert. A pair of rogues moving at a slow pace are much harder to detect when they leave
group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
group of stealthy characters moving slowly might be able to sneak past enemies that clumsier characters would alert. A pair of rogues moving at a slow pace are much harder to detect when they leave
group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
animal migrations, and make their place in the natural cycle. Sun Guide prides might be found throughout Oreskos, but most orbit the lake known as Sun’s Mirror. While these prides sometimes seek their dens
during the harshest winters, many will spend years on the open plains. Many druids, monks, rangers, and sorcerers hail from Sun Guide prides. Swiftclaws Among the greatest hunters of Oreskos, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
animal migrations, and make their place in the natural cycle. Sun Guide prides might be found throughout Oreskos, but most orbit the lake known as Sun’s Mirror. While these prides sometimes seek their dens
during the harshest winters, many will spend years on the open plains. Many druids, monks, rangers, and sorcerers hail from Sun Guide prides. Swiftclaws Among the greatest hunters of Oreskos, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
djinni’s palace on the Elemental Plane of Air, filled with marvelous stolen treasures A lich’s secret demiplane, where the undead archmage hides its phylactery and spellbook See the Dungeon Master’s Guide for more information on the planes of existence.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
djinni’s palace on the Elemental Plane of Air, filled with marvelous stolen treasures A lich’s secret demiplane, where the undead archmage hides its phylactery and spellbook See the Dungeon Master’s Guide for more information on the planes of existence.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Dungeon Master’s Guide). 21–25 A cricket-shaped creature with the statistics of a cat bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off. 26–30 A
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Dungeon Master’s Guide). 21–25 A cricket-shaped creature with the statistics of a cat bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off. 26–30 A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight and offers the characters a tiny amount of treasure if they’ll leave.
3 The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and
dragon’s lair has an unpredictable magical effect, perhaps similar to a wand of wonder, a sorcerer’s wild magic surge, or a dungeon trick as described in the Dungeon Master’s Guide. The dragon avoids the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight and offers the characters a tiny amount of treasure if they’ll leave.
3 The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and
dragon’s lair has an unpredictable magical effect, perhaps similar to a wand of wonder, a sorcerer’s wild magic surge, or a dungeon trick as described in the Dungeon Master’s Guide. The dragon avoids the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters find an abandoned, 8-foot-square wooden raft that can support up to 1,200 pounds. The characters need a 10-foot pole or similar tool to guide the raft across the water. When the water level
interior, use the inn map in appendix C of the Dungeon Master’s Guide. Innkeeper. Tsu Harabax, an elderly female human druid (neutral), has been running the Inn at the End of the Road by herself since
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters find an abandoned, 8-foot-square wooden raft that can support up to 1,200 pounds. The characters need a 10-foot pole or similar tool to guide the raft across the water. When the water level
interior, use the inn map in appendix C of the Dungeon Master’s Guide. Innkeeper. Tsu Harabax, an elderly female human druid (neutral), has been running the Inn at the End of the Road by herself since
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
found in the Sword Coast Adventurer’s Guide. But the following information covers the basics the characters can learn regarding this side trek: Everything that goes on in Neverwinter is inexorably tied
local orc thug, gettin’ some information for a client. But in the meantime, that orc kills somebody on that very same night Oppal’s pretendin’ to be him. The guards know the orc, then they find Oppal
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
found in the Sword Coast Adventurer’s Guide. But the following information covers the basics the characters can learn regarding this side trek: Everything that goes on in Neverwinter is inexorably tied
local orc thug, gettin’ some information for a client. But in the meantime, that orc kills somebody on that very same night Oppal’s pretendin’ to be him. The guards know the orc, then they find Oppal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. There is a 50 percent chance that they’re heading home with 2d6 animal pelts worth 5 gp each. They know the wilderness well and can direct or guide characters to the nearest settlement. If the
. Characters traveling the Iron Trail in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Ironmaster The dwarven
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. There is a 50 percent chance that they’re heading home with 2d6 animal pelts worth 5 gp each. They know the wilderness well and can direct or guide characters to the nearest settlement. If the
. Characters traveling the Iron Trail in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Ironmaster The dwarven
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
: Bavlorna, Endelyn, and Tasha. (Bavlorna won’t add anything about Tasha if the characters press for more information about her.) To reach Thither, the characters need a guide. There’s a scarecrow in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Master’s Guide for the avatar’s stat block). The first creature that replies to the avatar, attacks it, or tries to open or damage the Sage door becomes bound to the avatar, and the avatar attacks
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
: Bavlorna, Endelyn, and Tasha. (Bavlorna won’t add anything about Tasha if the characters press for more information about her.) To reach Thither, the characters need a guide. There’s a scarecrow in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Master’s Guide for the avatar’s stat block). The first creature that replies to the avatar, attacks it, or tries to open or damage the Sage door becomes bound to the avatar, and the avatar attacks
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to area X36. He gleefully offers to serve as a guide if the characters correctly answer the following riddle: I come with a smile; In slaughter, I rest; I can be contagious, But my medicine is best
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street