Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'been bottom diffusing climbing rolls'.
Other Suggestions:
been bottom diffusing claiming roles
been bottle diffusing climbing rolls
been bottom diffusing claiming robes
been bottomed diffusing climbing rules
been bottom diffusing claiming role
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with this
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with this
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with these
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with these
Spells
Elemental Evil Player's Companion
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
Monsters
The Book of Many Things
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a d6 at
Monsters
Mordenkainen Presents: Monsters of the Multiverse
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bottom, landing prone in area P1 but taking no damage. Characters can forgo climbing and simply slide down the tunnel, with a similar result. Getting back to the surface requires climbing gear or magic.
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bottom, landing prone in area P1 but taking no damage. Characters can forgo climbing and simply slide down the tunnel, with a similar result. Getting back to the surface requires climbing gear or magic.
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bottom, landing prone in area P1 but taking no damage. Characters can forgo climbing and simply slide down the tunnel, with a similar result. Getting back to the surface requires climbing gear or magic.
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure






