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<blockquote data-quote="the Jester" data-source="post: 5505217" data-attributes="member: 1210"><p><u><strong><span style="font-size: 15px">ROGUE</span></strong></u></p><p> </p><p>Unlike a fighter, a rogue relies on stealth and being unnoticed. While her power comes from training and discipline like a fighter's, a rogue operates very differently.</p><p></p><p><strong>Rogue Starting Package</strong></p><p>A 1st-level character <em>(not</em> a character that gains a 1st level of fighter by multiclassing) that is a rogue gains the following: </p><p></p><p><strong>Attacks:</strong> Choose- +1 bonus to melee OR ranged attacks. Whichever you choose is your primary rogue attack stat, and the other is your secondary. A character who becomes a rogue after first level chooses which is primary and which is secondary at 4th level.</p><p><strong>Defenses:</strong> +1 Reflex</p><p><strong>Hit Points:</strong> 6 hit points + 1/3 your Constitution score</p><p><strong>Armor Proficiency:</strong> You are proficient in leather armor.</p><p><strong>Weapon Proficiencies:</strong> You are proficient in light blades and light thrown weapons. In addition, you may choose one specific weapon (such as hand axe, longbow or halberd) that you have proficiency in.</p><p><strong>Fighting Style: </strong>A rogue begins knowing one fighting style.</p><p><strong>Stances:</strong> A rogue begins knowing two stances.</p><p><strong>Sneak Attack:</strong> When a rogue hits an enemy that she has combat advantage against, she deals an extra 1d6 points of damage. (As the rogue advances, this damage increases.)</p><p><strong>XP:</strong> A rogue with a Dexterity of 13 or higher gets a 5% bonus to earned xp. If his Dexterity is 16 or higher he instead gets a 10% bonus to earned xp.</p><p> </p><p>A character that becomes a 1st-level rogue but is not a 1st level character advances per the 'rogue advancement' chart listing for 1st level instead.</p><p> </p><p><em>Rogues and Ability Scores:</em> Each ability score helps a rogue master certain types of skills, tricks and combat methods. These are:</p><p> </p><p><em>Strength:</em> A rogue with a high Strength can become an expert with thrown weapons.</p><p> </p><p><em>Intelligence:</em> A rogue can use high Int to master the one handed weapon style, as well as to find and disable traps.</p><p> </p><p><em>Wisdom:</em> A rogue with high Wis can master advanced ranged weapon techniques, as well as techniques involving defense and alertness.</p><p> </p><p><em>Dexterity:</em> Dexterity is required for advanced missile and throwing weapon techniques, as well as fighting with two weapons and defensive fighting techniques. It also helps a rogue become more stealthy and a more effective thief.</p><p> </p><p><em>Constitution:</em> A rogue gains little directly from a high Constitution, although it affects her starting hit points at first level and her Fortitude defense.</p><p> </p><p><em>Charisma: </em>A high Charisma helps a rogue master one handed, weapon and cloak or throwing weapon styles. It also helps a rogue appear harmless, learn advanced light blade techniques, manipulate or move enemies.</p><p></p><p><strong>ROGUE ADVANCEMENT</strong></p><p>When you gain a rogue level other than first, add 3d10% to your Dexterity and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point.</p><p></p><p>Level --- Attacks --- Defenses --- Hit Points --- Features</p><p>1 --- None --- +1 Ref --- None --- Gain 1 stance, sneak attack +1d6</p><p>2 --- None --- +1 Ref --- None --- Gain 1 fighting style, skill mastery +1</p><p>3 --- None --- +1 Ref --- +1d6 --- Gain 1 stance</p><p>4 --- +1 primary --- None --- None --- Gain 1 stance</p><p>5 --- +1 secondary --- None --- +1d6 --- Skill mastery +2</p><p>6 --- None --- +1 AC --- None --- Gain 1 stance, sneak attack +2d6</p><p>7 --- None --- +1 Ref --- None --- Gain 1 fighting style, gain 1 stance</p><p>8 --- None --- +1 Ref --- +1d6 --- Gain 1 stance</p><p>9 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style</p><p>10 --- None --- +1 Ref --- +1d6 --- Skill mastery +3, sneak attack +3d6</p><p> </p><p><strong>Gain a Fighting Style/Stance: </strong>The rogue chooses a fighting style or stance available to a rogue of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency or proficiency in the lightest type of armor or shield that the character is not proficient in.</p><p> </p><p><strong>Sneak Attack:</strong> As a rogue gets higher level, she deals more damage with her sneak attack (as indicated).</p><p> </p><p><strong>Skill Mastery: </strong>At 2nd level, rogues gain a +1 bonus to all skill checks. As they advance, this improves; at 5th level, the bonus increases to +2, and at 10th level it increases to +3.</p><p></p><p><strong><u>FIGHTING STYLES</u></strong></p><p> </p><p>A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”.</p><p> </p><p>The fighting styles available to the rogue are: one-handed weapon, throwing weapon, two-weapon and weapon and cloak style. When a rogue gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level.</p><p></p><p><strong>One-Handed Weapon Style</strong></p><p> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to melee attacks.</p><p> <em>Expert (must be 4th level rogue, must have Int 11 or Cha 11): </em> When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex.</p><p> <em>Master (must be 8th level rogue, must have Int 14 or Cha 14):</em> When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative.</p><p></p><p><strong>Throwing Weapon Style</strong></p><p> When you throw a weapon, you may shift 5' before or after you attack.</p><p> <em>Expert (must be 4th level rogue, must have Str 11, Dex 11 or Cha 11): </em>When you throw a weapon, you get a +1 bonus to your attack.</p><p> <em>Master (must be 8th level rogue, must have Str 14, Dex 14 or Cha 14): </em>When you throw a weapon, your base threat range doubles.</p><p></p><p><strong>Two Weapon Style (must have Dex 13)</strong></p><p> When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action.</p><p> <em>Expert (must be 6th level rogue, must have Dex 17):</em> The penalty for making an attack with each weapon is -2.</p><p></p><p><strong>Weapon and Cloak Style</strong></p><p> When you wield a weapon in one hand and have your cloak in the other, you gain a +1 bonus to initiative and a +3 bonus to defenses against opportunity attacks.</p><p> <em>Expert (must be 4th level rogue, must have Cha 11):</em> When you wield a weapon in one hand and have your cloak in the other, you can spend a minor action 1/round to make a melee attack vs. Will against an adjacent enemy. If you hit, you gain combat advantage against it until the end of your turn.</p><p> <em>Master (must be 8th level rogue, must have Cha 14): </em>When you wield a weapon in one hand and have your cloak in the other, you can shift 1 square as a minor action 1/round.</p><p> </p><p><strong><u>STANCES</u></strong></p><p> </p><p>A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a rogue gains a new stance, if she qualifies to do so she may instead upgrade one of her existing stances to “expert” or “master” level.</p><p></p><p>The stances available to the rogue are as follows:</p><p></p><p><strong>Archery Stance</strong></p><p> Before or after you make a ranged attack, you can shift 5'.</p><p> <em>Expert (must be 4th level rogue, must have Wis 11 or Dex 11):</em> You get a +1 bonus to ranged attacks.</p><p> <em>Master (must be 8th level rogue, must have Wis 11 or Dex 11):</em> You get a +2 bonus to damage with ranged attacks.</p><p></p><p><strong>Defensive Stance</strong></p><p> You gain a +1 bonus to all defenses.</p><p> <em>Expert (must be 4th level rogue, must have Dex 11 or Wis 11):</em> If an enemy enters an adjacent square, you may shift 1 as an interrupt.</p><p> <em>Master (must be 8th level rogue, must have Dex 14 or Wis 14):</em> You gain resist 2 blundgeoning, piercing and slashing.</p><p></p><p><strong>Inobtrusive Stance</strong></p><p> When an enemy within 30' that has not seen you attack targets you with a melee or ranged attack, make a spell attack vs. Will as an interrupt 1/round. If you hit, the enemy may not target you this round. </p><p> <em>Expert (must be 4th level rogue, must have Cha 13):</em> You get a +1 bonus on spell attacks.</p><p> <em>Master (must be 8th level rogue, must have Cha 18):</em> When you successfully use your inobtrusive stance, you may shift 10'.</p><p></p><p><strong>Knife Stance</strong></p><p> You gain a +1 bonus to melee and ranged attacks with light blades.</p><p> <em>Expert (must be 4th level rogue, must have Int 11, Dex 11 or Cha 11):</em> Your base critical range doubles with light blades.</p><p> <em>Master (must be 8th level rogue, must have Int 14, Dex 14 or Cha 14):</em> When you wield a light blade, you may shift an extra 5' whenever you shift.</p><p></p><p><strong>Liar Stance</strong></p><p> You get a +2 bonus on skill checks to mislead or lie to creatures.</p><p> <em>Expert (must be 4th level rogue, must have Cha 11): </em>The bonus increases to +3.</p><p> <em>Master (must be 8th level rogue, must have Cha 14):</em> The bonus increases to +4. </p><p></p><p><strong>Maneuvering Stance</strong></p><p> You get a +2 bonus on attempts to maneuver an enemy.</p><p> <em>Expert (must be 4th level rogue, must have Int 11, Wis 11 or Cha 11): </em>Whenever you maneuver an enemy, you may move it an extra 5'.</p><p> <em>Master (must be 8th level rogue, must have Int 14, Wis 14 or Cha 14): </em>Extra 10'.</p><p></p><p><strong>Stealthy Stance</strong></p><p> You get a +2 bonus on skill checks to be sneaky.</p><p> <em>Expert (must be 4th level rogue, must have Dex 11):</em> The bonus increases to +3.</p><p> <em>Master (must be 8th level rogue, must have Dex 14): </em>The bonus increases to +4. </p><p><strong></strong></p><p><strong>Thief's Stance</strong></p><p> You get a +2 bonus on skill checks to pick pockets or open locks.</p><p> <em>Expert (must be 4th level rogue, must have Dex 11): </em>The bonus increases to +3.</p><p> <em>Master (must be 8th level rogue, must have Dex 14):</em> The bonus increases to +4. </p><p></p><p><strong>Trapfinder Stance</strong></p><p> You get a +2 bonus on skill checks to find and disable traps.</p><p> <em>Expert (must be 4th level rogue, must have Int 11):</em> The bonus increases to +3.</p><p> <em>Master (must be 8th level rogue, must have Int 14): </em>The bonus increases to +4.</p><p></p><p><strong>Uncanny Dodge Stance</strong></p><p> Enemies do not get a bonus to attacks against you when they have combat advantage.</p><p> <em>Expert (must be 4th level rogue, must have Wis 14):</em> If an attack vs. Reflex misses you, it has no effect on you, even if it normally has an effect on a miss.</p><p> <em>Master (must be 10th level rogue, must have Wis 18):</em> You can pinpoint invisible creatures within 2 squares of you.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5505217, member: 1210"] [U][B][SIZE="4"]ROGUE[/SIZE][/B][/U] Unlike a fighter, a rogue relies on stealth and being unnoticed. While her power comes from training and discipline like a fighter's, a rogue operates very differently. [B]Rogue Starting Package[/B] A 1st-level character [I](not[/I] a character that gains a 1st level of fighter by multiclassing) that is a rogue gains the following: [B]Attacks:[/B] Choose- +1 bonus to melee OR ranged attacks. Whichever you choose is your primary rogue attack stat, and the other is your secondary. A character who becomes a rogue after first level chooses which is primary and which is secondary at 4th level. [B]Defenses:[/B] +1 Reflex [B]Hit Points:[/B] 6 hit points + 1/3 your Constitution score [B]Armor Proficiency:[/B] You are proficient in leather armor. [B]Weapon Proficiencies:[/B] You are proficient in light blades and light thrown weapons. In addition, you may choose one specific weapon (such as hand axe, longbow or halberd) that you have proficiency in. [B]Fighting Style: [/B]A rogue begins knowing one fighting style. [B]Stances:[/B] A rogue begins knowing two stances. [B]Sneak Attack:[/B] When a rogue hits an enemy that she has combat advantage against, she deals an extra 1d6 points of damage. (As the rogue advances, this damage increases.) [B]XP:[/B] A rogue with a Dexterity of 13 or higher gets a 5% bonus to earned xp. If his Dexterity is 16 or higher he instead gets a 10% bonus to earned xp. A character that becomes a 1st-level rogue but is not a 1st level character advances per the 'rogue advancement' chart listing for 1st level instead. [I]Rogues and Ability Scores:[/I] Each ability score helps a rogue master certain types of skills, tricks and combat methods. These are: [I]Strength:[/I] A rogue with a high Strength can become an expert with thrown weapons. [I]Intelligence:[/I] A rogue can use high Int to master the one handed weapon style, as well as to find and disable traps. [I]Wisdom:[/I] A rogue with high Wis can master advanced ranged weapon techniques, as well as techniques involving defense and alertness. [I]Dexterity:[/I] Dexterity is required for advanced missile and throwing weapon techniques, as well as fighting with two weapons and defensive fighting techniques. It also helps a rogue become more stealthy and a more effective thief. [I]Constitution:[/I] A rogue gains little directly from a high Constitution, although it affects her starting hit points at first level and her Fortitude defense. [I]Charisma: [/I]A high Charisma helps a rogue master one handed, weapon and cloak or throwing weapon styles. It also helps a rogue appear harmless, learn advanced light blade techniques, manipulate or move enemies. [B]ROGUE ADVANCEMENT[/B] When you gain a rogue level other than first, add 3d10% to your Dexterity and 2d10% to one other abiltiy score of your choice. Once this reaches 100%, your ability score increases by one point. Level --- Attacks --- Defenses --- Hit Points --- Features 1 --- None --- +1 Ref --- None --- Gain 1 stance, sneak attack +1d6 2 --- None --- +1 Ref --- None --- Gain 1 fighting style, skill mastery +1 3 --- None --- +1 Ref --- +1d6 --- Gain 1 stance 4 --- +1 primary --- None --- None --- Gain 1 stance 5 --- +1 secondary --- None --- +1d6 --- Skill mastery +2 6 --- None --- +1 AC --- None --- Gain 1 stance, sneak attack +2d6 7 --- None --- +1 Ref --- None --- Gain 1 fighting style, gain 1 stance 8 --- None --- +1 Ref --- +1d6 --- Gain 1 stance 9 --- +1 primary --- +1 AC --- None --- Gain 1 fighting style 10 --- None --- +1 Ref --- +1d6 --- Skill mastery +3, sneak attack +3d6 [B]Gain a Fighting Style/Stance: [/B]The rogue chooses a fighting style or stance available to a rogue of his level. If the character qualifies to do so, he may instead advance his mastery of a style or stance by one step. In either case, a character may choose to instead gain a new weapon proficiency or proficiency in the lightest type of armor or shield that the character is not proficient in. [B]Sneak Attack:[/B] As a rogue gets higher level, she deals more damage with her sneak attack (as indicated). [B]Skill Mastery: [/B]At 2nd level, rogues gain a +1 bonus to all skill checks. As they advance, this improves; at 5th level, the bonus increases to +2, and at 10th level it increases to +3. [B][U]FIGHTING STYLES[/U][/B] A fighting style is a method of fighting- e.g. weapon and shield or great weapon, as opposed to a stance, which can be applied to any style and is more like an “attitude”. The fighting styles available to the rogue are: one-handed weapon, throwing weapon, two-weapon and weapon and cloak style. When a rogue gains a new style, if he qualifies to do so he may instead upgrade one of his existing styles to “expert” or “master” level. [B]One-Handed Weapon Style[/B] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to melee attacks. [I]Expert (must be 4th level rogue, must have Int 11 or Cha 11): [/I] When you wield a weapon in one hand and have your other hand free, you gain a +1 bonus to AC and Reflex. [I]Master (must be 8th level rogue, must have Int 14 or Cha 14):[/I] When you wield a weapon in one hand and have your other hand free, you gain a +2 bonus to initiative. [B]Throwing Weapon Style[/B] When you throw a weapon, you may shift 5' before or after you attack. [I]Expert (must be 4th level rogue, must have Str 11, Dex 11 or Cha 11): [/I]When you throw a weapon, you get a +1 bonus to your attack. [I]Master (must be 8th level rogue, must have Str 14, Dex 14 or Cha 14): [/I]When you throw a weapon, your base threat range doubles. [B]Two Weapon Style (must have Dex 13)[/B] When you fight with one melee weapon in each hand, you can make one attack at -4 with each weapon as a full action. [I]Expert (must be 6th level rogue, must have Dex 17):[/I] The penalty for making an attack with each weapon is -2. [B]Weapon and Cloak Style[/B] When you wield a weapon in one hand and have your cloak in the other, you gain a +1 bonus to initiative and a +3 bonus to defenses against opportunity attacks. [I]Expert (must be 4th level rogue, must have Cha 11):[/I] When you wield a weapon in one hand and have your cloak in the other, you can spend a minor action 1/round to make a melee attack vs. Will against an adjacent enemy. If you hit, you gain combat advantage against it until the end of your turn. [I]Master (must be 8th level rogue, must have Cha 14): [/I]When you wield a weapon in one hand and have your cloak in the other, you can shift 1 square as a minor action 1/round. [B][U]STANCES[/U][/B] A stance is a form that its user takes up as a modifier to her attacks. A character can only use one stance at a time, and the stance ends as soon as the character changes it (which a character must do at the start of his turn) or loses consciousness. When a rogue gains a new stance, if she qualifies to do so she may instead upgrade one of her existing stances to “expert” or “master” level. The stances available to the rogue are as follows: [B]Archery Stance[/B] Before or after you make a ranged attack, you can shift 5'. [I]Expert (must be 4th level rogue, must have Wis 11 or Dex 11):[/I] You get a +1 bonus to ranged attacks. [I]Master (must be 8th level rogue, must have Wis 11 or Dex 11):[/I] You get a +2 bonus to damage with ranged attacks. [B]Defensive Stance[/B] You gain a +1 bonus to all defenses. [I]Expert (must be 4th level rogue, must have Dex 11 or Wis 11):[/I] If an enemy enters an adjacent square, you may shift 1 as an interrupt. [I]Master (must be 8th level rogue, must have Dex 14 or Wis 14):[/I] You gain resist 2 blundgeoning, piercing and slashing. [B]Inobtrusive Stance[/B] When an enemy within 30' that has not seen you attack targets you with a melee or ranged attack, make a spell attack vs. Will as an interrupt 1/round. If you hit, the enemy may not target you this round. [I]Expert (must be 4th level rogue, must have Cha 13):[/I] You get a +1 bonus on spell attacks. [I]Master (must be 8th level rogue, must have Cha 18):[/I] When you successfully use your inobtrusive stance, you may shift 10'. [B]Knife Stance[/B] You gain a +1 bonus to melee and ranged attacks with light blades. [I]Expert (must be 4th level rogue, must have Int 11, Dex 11 or Cha 11):[/I] Your base critical range doubles with light blades. [I]Master (must be 8th level rogue, must have Int 14, Dex 14 or Cha 14):[/I] When you wield a light blade, you may shift an extra 5' whenever you shift. [B]Liar Stance[/B] You get a +2 bonus on skill checks to mislead or lie to creatures. [I]Expert (must be 4th level rogue, must have Cha 11): [/I]The bonus increases to +3. [I]Master (must be 8th level rogue, must have Cha 14):[/I] The bonus increases to +4. [B]Maneuvering Stance[/B] You get a +2 bonus on attempts to maneuver an enemy. [I]Expert (must be 4th level rogue, must have Int 11, Wis 11 or Cha 11): [/I]Whenever you maneuver an enemy, you may move it an extra 5'. [I]Master (must be 8th level rogue, must have Int 14, Wis 14 or Cha 14): [/I]Extra 10'. [B]Stealthy Stance[/B] You get a +2 bonus on skill checks to be sneaky. [I]Expert (must be 4th level rogue, must have Dex 11):[/I] The bonus increases to +3. [I]Master (must be 8th level rogue, must have Dex 14): [/I]The bonus increases to +4. [B] Thief's Stance[/B] You get a +2 bonus on skill checks to pick pockets or open locks. [I]Expert (must be 4th level rogue, must have Dex 11): [/I]The bonus increases to +3. [I]Master (must be 8th level rogue, must have Dex 14):[/I] The bonus increases to +4. [B]Trapfinder Stance[/B] You get a +2 bonus on skill checks to find and disable traps. [I]Expert (must be 4th level rogue, must have Int 11):[/I] The bonus increases to +3. [I]Master (must be 8th level rogue, must have Int 14): [/I]The bonus increases to +4. [B]Uncanny Dodge Stance[/B] Enemies do not get a bonus to attacks against you when they have combat advantage. [I]Expert (must be 4th level rogue, must have Wis 14):[/I] If an attack vs. Reflex misses you, it has no effect on you, even if it normally has an effect on a miss. [I]Master (must be 10th level rogue, must have Wis 18):[/I] You can pinpoint invisible creatures within 2 squares of you. [/QUOTE]
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