Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cults rogues guard to her required'.
Other Suggestions:
cults rogues guard to her require
cult rages guard to her requires
cult roles guard to her requires
cult rogues guard to her requires
calls rages guard to her requires
Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
Magic Items
Curse of Strahd
The Sunsword is a unique blade once possessed by Strahd’s brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel
.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished
Backgrounds
Baldur’s Gate: Descent into Avernus
military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one
flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6
surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge
). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her
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
spells
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guilty Pleasure Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are
around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice. What’s the one form of temptation that your rogue character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monsters Power-hungry humanoids see Elemental Evil as a principle deserving of worship and form cults around the destructive magic Elemental Evil offers. Evil creatures that come from the elemental
areas where a strong elemental node is present. Earth cults easily ally with creatures such as bulettes or umber hulks, water cults ally with merrow and sea hags, and so on. Monsters and NPCs by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. WHY DEVILS WANT CULTS
For all
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
certain types of theft, such as housebreaking or picking pockets. Besides characters with the criminal background, young urchins often find a place in criminal syndicates by filling this role. Rogues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month. Individuals who so desire can pay a single dragon in tax and
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
allegiance to the Veiled Alliance would primarily be interested in stopping the defilers who serve the elemental cults and making sure the sorcerer-kings do not get their hands on the secrets of elemental
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pursuing the remaining two elemental prophets into their places of power. The most powerful and dedicated followers of each of the four cults guard these sanctums, which are infused with elemental energy
dungeon beneath the Sumber Hills, the new Temple of Elemental Evil. Here, the elemental cults have established themselves in the ruins of an ancient dwarven stronghold. They are building up their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the elemental weapons, beginning the work of establishing their cults. The Haunted Keeps described in chapter 3 of this adventure are old castles or strongholds that lie nearby. They were raised by the
adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Infiltrating the Cult The characters aren’t required to pose as cult initiates to complete this adventure, but they may wish to do so to avoid battling numerous cultists at once. Characters posing as
share the following information: The Primordial Alliance is a union of elemental cults, as described in the “Primordial Alliance” section. The alliance is led by a woman named Ulsedra Vox, a human
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks The DM might call for an
guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
controlled by the Lords of Waterdeep long before you see its walls. If you’ve come from the south by the Trade Way, you’ll have met the City Guard at their post at Zundbridge. From the north by way of
a toll be paid. (Beware any City Guard who demands a toll, and report the incident to a magister of Waterdeep at your earliest convenience.) If you travel in a large caravan or on a ship, you will be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for
city guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
the town guard is Eliander Fireborn. The guard also patrols the area around Saltmarsh on horseback. Groups assigned to this duty are more heavily armed and armored; they wear chain mail and wield
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
minutes, every Watch member is required to rally at the Citadel or appointed guard posts. The function of the bells is common knowledge. Guard Arrival Times District Arrival Time Force Upper City
Military Baldur’s Gate boasts two military forces: the Flaming Fist and the Watch. Use the Guard Arrival Times table to determine how long it takes for the Flaming Fist or the Watch to arrive at a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
minutes, every Watch member is required to rally at the Citadel or appointed guard posts. The function of the bells is common knowledge. Guard Arrival Times District Arrival Time Force
Upper
Military Baldur’s Gate boasts two military forces: the Flaming Fist and the Watch. Use the Guard Arrival Times table to determine how long it takes for the Flaming Fist or the Watch to arrive at a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Soldier Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur’s Gate. Baldur’s Gate Feature: City Guard
Balduran for training, and you’re required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Soldier Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur’s Gate. Baldur’s Gate Feature: City Guard
Seatower of Balduran for training, and you’re required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
arcane spellcasters who intend to stay in Waterdeep for any length of time are required to register with the city, and will be strongly encouraged to join the Watchful Order of Magists and Protectors
, headed by the Blackstaff. Members of the Watchful Order are expected to render service to the city when called upon, acting as temporary members of the City Watch or City Guard. Their expertise often
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
shaft with a successful DC 10 Strength (Athletics) check. No ability check is required if a rope or climbing gear is used. An unscrupulous and ambitious goblin named Snigbat stands guard at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack
your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them. Conceptopolis Baba Yaga’s Dancing Broom