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Returning 35 results for 'combine rather grasping to her rogues'.
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Classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
, 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
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
are raised by the community rather than by a single set of parents, and all of a community’s eggs are kept in freshwater pools until they mature. Protecting their eggs is a major concern for
Species
Guildmasters’ Guide to Ravnica
with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Backgrounds
Guildmasters’ Guide to Ravnica
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
, 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
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
; 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->Eberron: Rising from the Last War
Sleight of Hand and Stealth skills. Confiscators are often rogues, and many have a history of stealing for profit rather than national interest. Hunter. The Hunter stalks humanoid prey, for purposes
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
, 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
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
; 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->Eberron: Rising from the Last War
Sleight of Hand and Stealth skills. Confiscators are often rogues, and many have a history of stealing for profit rather than national interest. Hunter. The Hunter stalks humanoid prey, for purposes
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
poisons detailed in the Dungeon Master’s Guide as a baseline for the effects Ivana creates and combine them with the effects of enchantment and illusion spells to design custom, nonmagical toxins for her
. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
poisons detailed in the Dungeon Master’s Guide as a baseline for the effects Ivana creates and combine them with the effects of enchantment and illusion spells to design custom, nonmagical toxins for her
. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult symbol. Roleplaying Shoalar Shoalar appears jovial, but he has a biting sense of humor and tends to laugh at people rather than with them. If questioned, he denies any knowledge of books or
delegates from Mirabar, but he is lying. Characters who present themselves as fellow rogues or potential recruits might be able to persuade him to admit that he “ferried unsavory passengers across the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult symbol. Roleplaying Shoalar Shoalar appears jovial, but he has a biting sense of humor and tends to laugh at people rather than with them. If questioned, he denies any knowledge of books or
delegates from Mirabar, but he is lying. Characters who present themselves as fellow rogues or potential recruits might be able to persuade him to admit that he “ferried unsavory passengers across the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Studies and Philosophy The curriculum of Witherbloom College focuses on various sciences, revolving around the life sciences. Biology, ecology, botany, chemistry, and related sciences combine with
philosophy of Witherbloom. The decay philosophy sees life energy as a resource to be consumed, rather than a good to be nourished for its own sake. Mages who adopt this view wield negative energy and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Studies and Philosophy The curriculum of Witherbloom College focuses on various sciences, revolving around the life sciences. Biology, ecology, botany, chemistry, and related sciences combine with
philosophy of Witherbloom. The decay philosophy sees life energy as a resource to be consumed, rather than a good to be nourished for its own sake. Mages who adopt this view wield negative energy and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
lawful evil. A devil does not choose to be lawful evil or tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceases to be lawful evil, it changes into something new—a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
lawful evil. A devil does not choose to be lawful evil or tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceases to be lawful evil, it changes into something new—a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
are always dissatisfied if the characters kill important cultists rather than capturing them—or at least trying to extract information from them beforehand.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
are always dissatisfied if the characters kill important cultists rather than capturing them—or at least trying to extract information from them beforehand.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character might try to bribe enemies rather than fight them, or chase after a fleeing enemy to see where it goes. Players who ignore objectives will have to deal with the consequences, which is another
the same objective in multiple encounters allows you to combine those encounters into a larger obstacle or problem the adventurers must overcome. Make Peace. The characters must convince two opposing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who combine a hatred of outsiders with bloodthirstiness. Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists drug their victims, strip them of
of Spiders and her brood rarely take part directly in the Blood War; rather, her agents in the Abyss contrive to lure her enemies into throwing themselves into the struggle. Her servitors spy on both
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character might try to bribe enemies rather than fight them, or chase after a fleeing enemy to see where it goes. Players who ignore objectives will have to deal with the consequences, which is another
the same objective in multiple encounters allows you to combine those encounters into a larger obstacle or problem the adventurers must overcome. Make Peace. The characters must convince two opposing
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
rather than their feelings about them. To members of other races, vedalken often seem cold, even emotionless. That assessment isn’t fair — they feel emotion every bit as intensely as other folk do, but
inaction. Reasoning toward Perfection Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever