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Returning 31 results for 'confession roguish gain to have retract'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary
its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.PoisonCold, Fire
Magic Items
Eberron: Rising from the Last War
time the whip painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have
a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
Symbiotic Nature. The whip can’t be removed from you while you’re
Paladin
Legacy
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Classes
Basic Rules (2014)
confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion
, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide.
Class Features
As a paladin, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip
this weapon, the target is stunned until the end of its next turn. As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. You gain a +2 bonus to attack and damage rolls made with this magic whip
this weapon, the target is stunned until the end of its next turn. As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. Symbiotic
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sheila Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
of your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Lucky Origin Feat You gain the following benefits
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sheila Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
of your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Lucky Origin Feat You gain the following benefits
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Protection. If a Blinded ally enters the aura, that condition has no effect on that ally while there. Additionally, you can see Invisible creatures within your Aura of Protection. Level 15: Compel Confession
can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). You gain the following benefits. Blinding Glory. Enemies that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features Level
18 +6 Elusive 9d6 19 +6 Epic Boon 10d6 20 +6 Stroke of Luck 10d6 Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Transformation, you gain both Stage 1 Boons and the Stage 1 Flaw. Stage 1 Boon: Aberrant Form Aberrant Horror Stage 1 Boon Your creature type becomes Aberration in addition to any other creature types you
have. Also, the first time you become Bloodied after a Short or Long Rest, you gain a number of Temporary Hit Points equal to your Proficiency Bonus plus your current Transformation Stage. Stage 1 Boon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
they experiment with it and refine its magical capabilities. Tools of the Trade 3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Armorer Spells 3rd-level Armorer feature You always have certain spells prepared after
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. Zaratan
Gargantuan Elemental, Typically Neutral
Armor Class 21 (natural armor)
Hit Points 307
.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another
feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended. The number of spells on your list increases as you gain Rogue levels, as shown in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another
feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended. The number of spells on your list increases as you gain Rogue levels, as shown in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the
effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the
effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. Zaratan
Gargantuan Elemental, Typically Neutral
Armor Class 21 (natural armor)
Hit Points 307
.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
north wall 20 feet from the door to area 4. The lever is in the down position and can be lifted easily. Doing so extends the walkway across the magma to area 6, if the trap there caused it to retract
, if the wrong key is used in the lock, or if it’s opened by any means before the upper lock. The trap causes the metal gantry between the treasury and the forge (area 4) to retract west, leaving a 40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
north wall 20 feet from the door to area 4. The lever is in the down position and can be lifted easily. Doing so extends the walkway across the magma to area 6, if the trap there caused it to retract
, if the wrong key is used in the lock, or if it’s opened by any means before the upper lock. The trap causes the metal gantry between the treasury and the forge (area 4) to retract west, leaving a 40
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
alchemical supplies. Or a carriage headquarters could gain a second cart to become a wagon train. All construction is low cost but functional, as in the following examples. Expanded Lighthouse. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
alchemical supplies. Or a carriage headquarters could gain a second cart to become a wagon train. All construction is low cost but functional, as in the following examples. Expanded Lighthouse. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Serissa’s trust, the characters might try to convince her that Mirran and Nym are complicit in the assassination of their mother and the abduction of their father. Without evidence or a confession from
, thinking it belonged to her mother. Serissa hasn’t told anyone about the coin. She doesn’t know what it represents and hopes to find someone who does. If the characters gain an audience with Serissa, she is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Serissa’s trust, the characters might try to convince her that Mirran and Nym are complicit in the assassination of their mother and the abduction of their father. Without evidence or a confession from
, thinking it belonged to her mother. Serissa hasn’t told anyone about the coin. She doesn’t know what it represents and hopes to find someone who does. If the characters gain an audience with Serissa, she is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know about the strange effect in the adjacent receiving room (area G12). Once one roper is defeated, the other one retreats just inside the doorway of the receiving room to gain the protection that
strange, angled structure, as though a squat tower tipped sideways and fell through the wall. Muddy knobs protrude and retract from its irregular surface in a slow, hypnotic motion. Near the structure, two
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know about the strange effect in the adjacent receiving room (area G12). Once one roper is defeated, the other one retreats just inside the doorway of the receiving room to gain the protection that
strange, angled structure, as though a squat tower tipped sideways and fell through the wall. Muddy knobs protrude and retract from its irregular surface in a slow, hypnotic motion. Near the structure, two