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Returning 35 results for 'conviction rogues genie to her reach'.
Monsters
Monster Manual
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Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
", "rollAction":"Heated Blade"}, reach 5 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Heated Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (2d12
Monsters
Monster Manual
the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
.
Aquatic Lash. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Aquatic Lash"}, reach 15 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage
Monsters
Monster Manual
the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the
Burst attacks.
Earthen Maul. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Earthen Maul"}, reach 5 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType
Classes
Player’s Handbook
, 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 for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
Blade"}, reach 5 feet. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6
Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Classes
Tasha’s Cauldron of Everything
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
Monsters
Quests from the Infinite Staircase
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
, he can choose to succeed instead.
Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects.
Noble Genie. Nafas doesn’t suffer any of the penalties that
Monsters
Journeys through the Radiant Citadel
":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType
Monsters
The Book of Many Things
Strike attacks.
Constrict. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Constrict"} to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6
", "rollAction":"Final Blade"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Final Blade", "rollDamageType":"slashing"} slashing damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Marid Genie of the Water Habitat: Coastal, Planar (Elemental Plane of Water), Underwater; Treasure: Relics Michael Broussard Marids surge with the power of the seas, using it to manipulate the waves
of domed theaters and libraries—and the air-filled, cosmopolitan City of Glass. Marid Large Elemental (Genie), Chaotic Neutral
AC 17 Initiative +5 (15)
HP 229 (17d10 + 136)
Speed 30 ft., Fly 60
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Efreeti Genie of Fire Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: Armaments Michael Broussard Efreet burn with the energy and unpredictability of fire. Their innate magic allows
. Now imagine what my master offers...
—Veyisvexvayn, magma mephit herald
Efreeti Large Elemental (Genie), Neutral
AC 17 Initiative +1 (11)
HP 212 (17d10 + 119)
Speed 40 ft., Fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Djinni Genie of the Air Habitat: Coastal, Planar (Elemental Plane of Air); Treasure: Arcana As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as
Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft. (hover)
Mod Save
Str 21 +5 +5
Dex 15 +2 +6
Con 22 +6 +6
Mod
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dao Genie of the Earth Habitat: Planar (Elemental Plane of Earth), Underdark; Treasure: Implements Michael Broussard On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of
, and the Strait of Magnets. Dao Large Elemental (Genie), Neutral
AC 18 Initiative +1 (11)
HP 200 (16d10 + 112)
Speed 30 ft., Burrow 30 ft., Fly 30 ft. (hover)
Mod Save
Str 23 +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Djinni Genie of the Air Habitat: Coastal, Planar (Elemental Plane of Air); Treasure: Arcana As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as
Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft. (hover)
Mod Save
Str 21 +5 +5
Dex 15 +2 +6
Con 22 +6 +6
Mod
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Dao Genie of the Earth Habitat: Planar (Elemental Plane of Earth), Underdark; Treasure: Implements Michael Broussard On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of
, and the Strait of Magnets. Dao Large Elemental (Genie), Neutral
AC 18 Initiative +1 (11)
HP 200 (16d10 + 112)
Speed 30 ft., Burrow 30 ft., Fly 30 ft. (hover)
Mod Save
Str 23 +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Efreeti Genie of Fire Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: Armaments Michael Broussard Efreet burn with the energy and unpredictability of fire. Their innate magic allows
. Now imagine what my master offers...
—Veyisvexvayn, magma mephit herald
Efreeti Large Elemental (Genie), Neutral
AC 17 Initiative +1 (11)
HP 212 (17d10 + 119)
Speed 40 ft., Fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Marid Genie of the Water Habitat: Coastal, Planar (Elemental Plane of Water), Underwater; Treasure: Relics Michael Broussard Marids surge with the power of the seas, using it to manipulate the waves
of domed theaters and libraries—and the air-filled, cosmopolitan City of Glass. Marid Large Elemental (Genie), Chaotic Neutral
AC 17 Initiative +5 (15)
HP 229 (17d10 + 136)
Speed 30 ft., Fly 60
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the Infinite Staircase through the same door. In exchange for fulfilling the wish of a creature beyond his reach, Nafas grants the characters a reward of their own. This reward might take the form of
to complete multiple adventures before allotting such a handsome gift. Hazem Ameen The noble genie Nafas entertains guests with a thrilling story in his palace
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the Infinite Staircase through the same door. In exchange for fulfilling the wish of a creature beyond his reach, Nafas grants the characters a reward of their own. This reward might take the form of
to complete multiple adventures before allotting such a handsome gift. Hazem Ameen The noble genie Nafas entertains guests with a thrilling story in his palace
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can
domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can
domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The elemental makes two attacks, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
Rock Launch. Ranged Attack Roll: +8
, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Efreeti Large Elemental (Genie), Neutral
AC 17 Initiative +1 (11)
HP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The elemental makes two attacks, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
Rock Launch. Ranged Attack Roll: +8
, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Efreeti Large Elemental (Genie), Neutral
AC 17 Initiative +1 (11)
HP
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
.
These Paladins share the following tenets:
Reveal heresy and destroy those who practice it. Show unwavering conviction and unflinching resolve. Perform any sacrifice necessary to stop wickedness
Reaction to make a melee attack against that creature if it’s within reach. Level 3: Oath of Zeal Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. Lords of the Earth. A dao never assists a mortal unless the genie has
effects that would knock it prone.
Actions
Multiattack. The dao makes two fist attacks or two maul attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. Lords of the Earth. A dao never assists a mortal unless the genie has
effects that would knock it prone.
Actions
Multiattack. The dao makes two fist attacks or two maul attacks.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
general description, or that simply live nearby. Such rogues become the most dangerous of predators. Constructed Nature. A steel predator doesn’t require air, food, drink, or sleep. Steel Predator
claw.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
general description, or that simply live nearby. Such rogues become the most dangerous of predators. Constructed Nature. A steel predator doesn’t require air, food, drink, or sleep. Steel Predator
claw.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing