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- D&d Bugbear Race 2017
- D&d Bugbear Race Game
- D&d Bugbear Race Car
- D&d Bugbear Race Racing
- D&d Bugbear Race Results
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- 1Rogue
- 1.1Making a Rogue
Rogue
Making a Rogue
Alignment: Any.
D&d Bugbear Race 2017
Starting Age: Simple.
Level | Base Attack Bonus | Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +0 | Sneak Attack +1d6, Trapfinding | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +0 | Evasion | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Trap Sense +1 | ||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +1 | Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +1 | Sneak Attack +3d6 | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +2 | Trap Sense +2 | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +2 | Sneak Attack +4d6 | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +3 | Sneak Attack +5d6, Trap Sense +3 | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +3 | Special Ability | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +3 | Sneak Attack +6d6 | ||||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +4 | Trap Sense +4 | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +4 | Sneak Attack +7d6, Special Ability | ||||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +4 | |||||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +5 | Sneak Attack +8d6, Trap Sense +5 | ||||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +5 | Special Ability | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +5 | Sneak Attack +9d6 | ||||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +6 | Trap Sense +6 | ||||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +10d6, Special Ability | ||||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +6 | |||||||||||||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level, ×4 at 1st level) Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). |
Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: Free psim full crack. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
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Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflexsaving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflexsaving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexesfeat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
Epic Rogue
Level | Special | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | Sneak Attack +11d6, Trap Sense +7 | ||||||||||||||||||||||||||||||||||||||||
22nd | |||||||||||||||||||||||||||||||||||||||||
23rd | Sneak Attack +12d6 | ||||||||||||||||||||||||||||||||||||||||
24th | Trap Sense +8, Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
25th | Sneak Attack +13d6 | ||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | Sneak Attack +14d6, Trap Sense +9 | ||||||||||||||||||||||||||||||||||||||||
28th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
29th | Sneak Attack +15d6 | ||||||||||||||||||||||||||||||||||||||||
30th | Trap Sense +10 | ||||||||||||||||||||||||||||||||||||||||
8 + Int modifier skill points per level. |
Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level.
Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose one of the rogue class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.
Trap Sense (Ex): The epic rogue’s bonus increases by +1 every three levels higher than 18th.
Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th.
Epic rogue Bonus Feat List:Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.
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The Bogeymen are the bushy goblinoids that are conceived for the fight and furthermore pandemonium. As a matter of fact, they do get by assaulting, and furthermore chasing simultaneously they are enamored with the setting ambushes and furthermore escaping when they outmatched.
Here Bogeymen highlight which is in the bad dream stories of numerous races which are extraordinary, shaggy mammoths which crawl through the shadows as very like felines. Assume, on the off chance that you walk yourself (single) in the forested areas there a bogeyman will connect of these brambles and furthermore choke you.
On the off chance that you would remain the extent that long from the house in the evening, the bogeymen will be scoop you up to eat up you in their sanctum. On the off chance that your head has been cut off by the bogeyman, your spirit will remain caught inside, and furthermore your bogeyman thinks carefully to mystically direction each one of those whom you knew once.
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Bugbear 5e (5th edition) – Dungeons and dragons
Shocking stories that resemble have blossomed from the seeds of truth. The bogeymen do depend on the stealth and the solidarity to assault, liking to the work at the evening time. You will become acquainted with kenku 5e from this post.
Race Name | Bugbear |
---|---|
Armor Class | 16 (Hide Armor, Shield) |
Skills | Stealth +6, Survival +2 |
Hit Points | 27 (5d8+5) |
Challenge | 1 (200 XP) |
Speed | 30 ft. |
Languages | Common, Goblin |
Senses | Darkvision 60 Ft., passive Perception 10 |
They take the heads of foe pioneers however they are not any more liable to eat the individuals aimlessly than the people are. These bogeymen aren’t probably going to the assault solitary voyagers or the meandering youngsters until except if they unmistakably have something to the addition thusly.
D&D Bugbear Appearance
Average Weight | 250 – 300 lbs |
Hair Color’s | Brown, red |
Average Height | 6’10” – 7’2″ |
Eye Color’s | Orange, Yellow, red, brown, greenish white |
Distinction’s | Large, hairy, wedge-shaped ears, heightened sense of smell, tough hide, claws, strong but nimble |
Skin Color’s | Yellow to reddish brown |
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Bugbear 5e Statistics
Size | Medium |
Type | Humanoid |
Tag’s | Goblinoid |
Alignment | Chaotic evil |
Chaotic evil | Bugbear, Bugbear chief |
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Bugbear 5e Racial Traits
From the view purpose of the remainder of the world, their hostility and furthermore their brutality is fortunately balanced by their irregularity and furthermore torpidity.
Bugbear 5e shows up in various games and assumes a significant job in achieving the mission. They are very devoted officers however are not solid in wake of unexpected crises. You must be consistently on the watch against very autonomous animals in light of the fact that their flipping can modify the course of significant fights.
Type | Traits |
---|---|
Age | when bugbears age is 16th do reach for the adulthood and it live up to 80 years. |
Speed | 30 feet walking speed for the bugbear 5th edition |
Ability Score Increase | strength score increase by 2 and dexterity score increase by 1 |
Sneaky | Stealth Skill you are proficient. |
Long Limbed | you have to reach for 5 feet greater than the normal. Whenever you make a melee attack on your turn there |
Size | From 6 to 8 feet tall the bugbears have their size and in between 250 and 350 pounds it weighs. Of course, your size is medium. |
D&D Bogeyman 5e:
Considered as a monster humanoid, Bogeyman is more grounded than trolls and Ogres. The animal communicates in Troll language and the entire body is secured with hiding. In light of the Dethek content, the language later on consolidated Thorass letters in order.
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The two most significant characteristics of conduct are simpletons and brutish. Bugbear 5e is an irascible animal and can undoubtedly fly into seethes. They are inclined to battle at the smallest of incitements anyway certain bogeymen are resolved to beat the issue because of the prizes earned from the prudence.
25hp yamaha outboard 1995 manual. To put it plainly, it is a great idea to be quiet while the outrage induces malevolence and causes demolition. D&D 5e bogeyman comprehends that the delights of cranky attitudes are short and would accomplish more mischief than anything over the long haul.
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It is halfway because of the explanation that bogeymen are defenseless against low tempers and don’t need to the tolerance to enjoy discretion. They like to determine the debates through vicious methods and carnage anyway arrangements are conceivable on the off chance that they are overwhelmed.
D&d Bugbear Race Results
Because of the hardships of life, D&D 5e bogeyman turns into a survivor and is set up for the most noticeably terrible. In fights, they can be utilized as savages. You can become more acquainted with progressively about the d&d firbolg race.