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Returning 35 results for 'barrier before diffusing climbing rope'.
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Magic Items
Dungeon Master’s Guide
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination
you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its
Rope of Climbing
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action
to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word
, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope of Climbing Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope
subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rope of Climbing Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope
subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope of Climbing Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word
, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your
Spells
Player’s Handbook
to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens
Rope Trick
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be
Rope Trick 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour You touch a length of rope that is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
everywhere.
Rope Ladder. The crumbling remains of a ramp lie below the precipice. A slimy rope ladder has been anchored with spikes to its western edge.
The rope ladder has been smeared with
carrion crawler mucus. Any creature climbing down the ladder must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also paralyzed and falls from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the earth around Siabsungkoh to form jagged mountains that blocked the invasion. This exchange of power was not without a cost—Phi traded their life to form the barrier that protects Siabsungkoh
. Phi’s magical power lives on in the mountains and is supposedly the force that gives lau-pop flowers their remarkable glow. To this day, many honor the spirits of Siabsungkoh by tending gardens of lau-pop flowers or climbing Avyrn Mountain to leave offerings to Phi.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
very slippery. Climbing the hull without a rope or other device requires a successful DC 14 Strength (Athletics) check. On a failed check, the climber falls into the water.
— predictably — atop the mast, 40 feet above the main deck. Access to it is provided by a rope ladder whose lower end drops near the hatch on the main deck. The crow’s nest is an open, wooden platform
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mountain: a sheer cliff they must scale. Climbing the cliff requires each character to succeed on a DC 15 Strength (Athletics) check. If the characters rope themselves together, they can instead make a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
boiling oil down each rope. A creature that starts its turn holding onto the oily rope takes 5 (2d4) fire damage, or half as much damage with a successful DC 10 Dexterity saving throw. A creature must
succeed on a DC 15 Strength (Athletics) check to climb an oily rope. Failing this check by 5 or more causes the creature to fall. Prize. If a character wins the contest of fire giant’s spirit, Diasma
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
supplies, you see the body of a dwarf miner, dead for at least a week.
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemy jug No
Armblade (detailed in chapter 5) Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb (detailed in chapter 5) Yes
Rope
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation Yes
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->Dragon of Icespire Peak
belfry. No rope hangs from the bell, which appears to be made of untarnished copper. The belfry can be reached from outside by climbing the outer walls and rooftop, which requires a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
resistance Potion No Potion of water breathing Potion No Ring of swimming Ring No Robe of useful items Wondrous item No Rope of climbing Wondrous item No Saddle of the cavalier Wondrous item No Sending
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rapids. Tippuri citizens—a majority of them dwarves and halflings—are adept at climbing steep paths, traversing unstable rope bridges, fishing in mountain rapids, and exploring the inaccessible caves of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
for her spells, a pouch containing 11 gp, a dagger, a canteen, and a worn blanket. Fastened to the backpack is a coiled rope of climbing.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventure’s crashed ship: “a large exploration-colonization expedition of human origin.” This adventure
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pitons, rope, and a successful DC 15 Strength (Athletics) check for every 100 feet climbed. On a failed check, a character falls 50 feet before they’re caught by their climbing rope, taking 17 (5d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Collapsing 47–52 Potion of Climbing 53–58 Potion of Comprehension 59–74 Potion of Healing 75–76 Prosthetic Limb 77–78 Rope of Mending 79–80 Staff of Birdcalls 81–82 Sylvan Talon 83–84 Talking Doll 85–86
tree) 87–88 Ring of Jumping 89–90 Ring of Swimming 91–92 Ring of Warmth 93–94 Robe of Useful Items 95–96 Rope of Climbing 97–98 Stone of Good Luck 99–00 Wand of Secrets Implements—Rare 1d100 Item
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
Ladders. Steep stone stairs ascend to the walkways from the fortress interior. Additionally, each walkway has two coiled rope ladders that can be thrown over the battlements to access the exterior if
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
create an anchored rope ladder that allows them to easily traverse an access shaft. Assuming they follow this course of action, no ability checks are required to climb the shaft. It simply takes time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rests on its little hoard: Crate holding Nondy’s stolen goods (worth 400 GP) 4,200 CP, 2,000 SP, and 180 GP Seven gemstones worth 50 GP each Potion of Healing Rope of Climbing Two Spell Scrolls (Alarm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an






