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Returning 31 results for 'conjurer rendering great to have rogues'.
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classes
Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip
into the darkness, whispers at the edge of their hearing.
These Rogues hear the call of the shadow, and they are fated to become bound. The darkness can sense a void in a creature’s heart, a
classes
Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip
into the darkness, whispers at the edge of their hearing.
These Rogues hear the call of the shadow, and they are fated to become bound. The darkness can sense a void in a creature’s heart, a
Rogue
Legacy
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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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Challenge 6 Annis hag
Bodak
Conjurer wizard
Duergar warlord
Gauth
Mouth of Grolantor
Warlock of the Great Old One
White abishai
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoids Abjurer wizard
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer wizard
Diviner wizard
Drow arachnomancer
Drow favored consort
Drow house captain
monger
Swashbuckler
Tortle
Tortle druid
Transmuter wizard
War priest
Warlock of the Archfey
Warlock of the Fiend
Warlock of the Great Old One
Warlord
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
Unnatural events and unhealthy obsessions; those who follow a destructive path Nine of stars Conjurer The coming of an unexpected supernatural threat; those who think of themselves as gods
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dreamwalker
Storm giant quintessent
Humanoids Abjurer
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer
Deep scion
Diviner
Enchanter
Evoker
Firenewt warrior
One of Yurtrus
Orc Red Fang of Shargaas
Sea spawn
Swashbuckler
Transmuter
War priest
Warlock of the archfey
Warlock of the fiend
Warlock of the Great Old One
Warlord
Xvart
Xvart
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pit master
Challenge 6 (2,300 XP) Annis hag
Bodak
Conjurer
Gauth
Mouth of Grolantor
Warlock of the Great Old One
Challenge 7 (2,900 XP) Bheur hag
Draegloth
Korred
Warlock of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then
. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. VARIANT: ROGUE MODRONS
A modron unit sometimes becomes
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
urchin who was stranded in a great city at a young age and adapted to hunting in this stone jungle. Surrounded by Spirits. Fey, fiends, the ghosts of ancestors; these are all part of the spirit world
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the fallen dwarf kings of Delzoun, looking for glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics wield mace and spell in the service of
the World, a range of skyscraping, snow-covered peaks. These extend toward the Sword Coast, which forms the western edge of the great continent of Faerûn and stretches southward for thousands of miles
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ranks include a number of rogues, spellcasters, and spies. Few organizations or movements in Athas operate across multiple city-states, but the Veiled Alliance is one of them. Heroes who give their
to all who employ defiling magic. No great druid organizations span the entire Tyr Region, but a number of smaller, localized druid circles are concerned with the disturbances and disasters triggered
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land
farmsteads and sleepy villages arrive in Neverwinter and the other great cities every year in search of wealth and renown. Known roads may be well traveled, but they aren’t necessarily safe. Fell
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
business plan ever developed — and that plan has your name all over it. As a conjurer, your utility to your franchise knows no bounds, whether you’re creating the right tool for the job, summoning
great in the dungeon, and sometimes even at outdoor social events that don’t feature a lot of flammable buildings nearby. In the boardroom or the council chamber, your skills are likely in less demand
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
treasure.
The treasure lies in Castle Ravenloft’s study (chapter 4, area K37). 9 of Stars—Conjurer I see a dead village, drowned by a river, ruled by one who has brought great evil into the world.
The
a kneeling woman—a rose of great beauty plucked too soon. The master of the marsh knows of whom I speak.
The treasure lies under Marina’s monument in Berez (chapter 10, area U5). “The master of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
white feet, once the pet of a rich merchant’s spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she’s great at catching mice.
6 A small statue of a ballerina, broken
far, no one has dared you to drink it.
10 A cracked mirror from a mystic’s tower, which sometimes shows you a glint of another realm in one of its shards.
Old Business Ties Many rogues
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
powerhouse at the center of the Great Wheel. Coinage from across the multiverse flows through Tradegate. The gate-town simplifies market exchanges by minting its own currency, a magnetic cobalt coin known as
The Outlands’ most renowned cartographer is Melvin Manyroads, an energetic conjurer (chaotic good, gnome mage) who dwells in a turquoise tower with a marigold roof. Peppy and loquacious, he roams the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
greatest, the pay is expected to be equally great. This mercenary attitude does not sit well with the Lords’ Alliance, however, and they are the only group with the resources to pay the Black Network’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
greatest, the pay is expected to be equally great. This mercenary attitude does not sit well with the Lords’ Alliance, however, and they are the only group with the resources to pay the Black Network’s
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t
greatest, the pay is expected to be equally great. This mercenary attitude does not sit well with the Lords’ Alliance, however, and they are the only group with the resources to pay the Black Network’s
Magic Items
Infernal Machine Rebuild
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
.
Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sarcophagus. This chamber has walls draped in black silk. Gleaming prisms float in midair, spinning slowly. At the center of the area, a great sarcophagus with its lid pushed ajar stands atop a stone
in the entire chamber. This enormous hall is set with rows of pillars carved in the shapes of elemental and demonic creatures. A great rift has been torn in the center of the stone floor. Through it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
once sheltered three great elven realms beneath its boughs. Many tribes of wood elves — and a few moon elves — still protect the ruined monuments to their golden age. Few beyond the borders of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ten-Towns is composed mostly of humans and dwarves, with the humans outnumbering the dwarves roughly twenty to one. In times of great peril, the leaders of Ten-Towns, known as town speakers, meet at
Bryn Shander to discuss solutions to their problems. If one of the smaller settlements comes under attack by a threat too great to overcome, its inhabitants are trained to flee to Bryn Shander and take
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spire of Iriolarthas. To reach it, a character must first perform the Rite of the Arcane Octad (see "Rite of the Arcane Octad") to lower the force field. Beneath the great spire, a luminous fifty
, Iriolarthas, with expressions of respect. Characters who clear the ice from the plaques can learn their names: High Abjurer Taruth, High Conjurer Damorith, High Diviner Apius, High Necromancer Cadavix, High Evoker Zadulus, High Illusionist Ajamar, High Enchanter Ivira, and High Transmuter Metaltra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dark, icicle-festooned roof of the great ice cavern beyond.
Silver light emanates from a three-foot-diameter glass orb situated atop a two-foot-high cylindrical stone plinth in the center of a thirty
, studied, or dissected. The fall of Ythryn damaged the telescope beyond repair, rendering it useless. When Ythryn fell, a piece of the Tower of Divination (area Y11) crashed through the observatory roof
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
after their happily ever after, Caerwyn and Porphura remain by each other’s side A great crystal dome surmounts the circular wall of this room, and its floor is similarly transparent. Light from the
lid are exquisitely lifelike in their rendering. As an action, a creature can open the sarcophagus with a successful DC 25 Strength (Athletics) check. Inscription. The gold lettering on the foot of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
called Chain Lightning was played in this stadium. This event, which pitted mortals against each other in an electrified arena, enjoyed great popularity. An ornate trophy cup sits on a pedestal at one end
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
Red Wizard conjurer (see appendix B) and two Thayan apprentices (see appendix B) work on an inactive iron golem in this area. A charmed efreeti (see area 95) is at work boiling metal in the crucible
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
brain’s intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan.
When its
, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart’s mind, rendering the creature a thoughtless, drooling shell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magical lights in this room have been dispelled, rendering the chamber dark. Characters who have a light source or darkvision can discern the following features: The room has been converted into a maze
, which it keeps to itself. It offers to help characters who agree not to harm it or the beholder.
X23. Antechamber of Madness This great hall has the following features: A kuo-toa whip and six kuo-toa