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Returning 35 results for 'cutting rogues guard to have require'.
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Classes
Player’s Handbook
Strike Foes with Psionic Blades
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Mythic Odysseys of Theros
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
pass, and they slay those who defy them.
Undead Nature. A phylaskia doesn't require air, food, drink, or sleep.Necrotic, Poison
Monsters
Mythic Odysseys of Theros
Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonNecrotic
Monsters
Curse of Strahd
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
an object.
Unusual Nature. The foresworn doesn’t require air, food, drink, or sleep.Multiattack. The foresworn makes three Spectral Polearm attacks.
Spectral Polearm. Melee Weapon Attack: +8
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of
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
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
spells
to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
spell in this manner doesn’t require spell components with a GP cost.
Using a Higher-Level Spell Slot. You can animate one additional Undead creature for each spell slot level above 5.
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
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->Wayfinder's Guide to Eberron
Eldritch Machines In a Cannith enclave, a team of artificers maintain the creation forge that produces the warforged. In the Shadow Marches, druids guard the seals that hold the Daelkyr at bay. In
: magic items of immense power, but so large that they cannot be moved. Eldritch machines always require rare components but creating an eldritch machine could require one or more planes to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed. They are not
members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
. Astral Elf Honor Guard
Medium Humanoid, Any Alignment
Armor Class 17 (half plate)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eldritch Machines In a Cannith enclave, a team of artificers maintain a creation forge that produces warforged. In the Shadow Marches, druids guard the seals that hold the daelkyr at bay. In the
immense power that are too large to be moved easily. Eldritch machines are marvels of magic and engineering that require special components and conditions to function. For example, a particular eldritch
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana
Compendium
- Sources->Dungeons & Dragons->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
secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
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
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
their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton
and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Minotaur Skeleton
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
spotted them. Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
out one skill or tool proficiency for another doesn’t make a character any stronger or weaker, but doing so can change the flavor of a class in subtle ways. For example, a prominent guild of rogues in
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
armed with combat-oriented spells that supplement the knowledge-focused capabilities of the Scholar, preparing them to face those who guard the world’s greatest secrets. Morgrave University
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in half and costs 2 CP per ward travelled. Flight is the prefered way to get through Sharn, cutting travel down to a sixth of the usual time (5 minutes per ward). It’s also more expensive: 2 SP per
.
House Lyrandar maintains and licenses most of the skycoaches in Sharn, but you don’t have to have the Mark of Storms to pilot an skycoach. It does require specialized training—a tool proficiency
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies
defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is destroyed before it can complete its duty
doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The foresworn makes three Spectral Polearm attacks.
Spectral Polearm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
. Undead Nature. A phylaskia doesn’t require air, food, drink, or sleep. Phylaskia
Large undead, lawful neutral
Armor Class 18 (plate)
Hit Points 104 (11d10 + 44)
Speed 40 ft.
STR
20 (+5
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
21. Drow Statues This cave is filled with thirty statues of drow warriors, all standing as if on guard. In her madness, Neheedra turned these warriors of her house to stone. Over long years
and doesn’t require a successful attack roll; however, the caster must be in contact with the cloud. Creatures native to the Elemental Plane of Earth (including earth elementals, galeb duhr, gargoyles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
humanoid commoners, most of which require healing in order to speak coherently or walk on their own. If the monks are dealt with, freed prisoners can fill the characters in on the layout of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
secret door, beyond which is area U4. From inside the hallway, characters can spot either secret door without having to make a check. U3. Guard Chamber Two mud-caked, human-sized creatures stand
inert in front of the northern exit to this chamber. Crude, articulated skulls of badlands wolves are attached to their heads. Both guards reek of death.
Y’demi created these horrifying Undead to guard