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Returning 35 results for 'before blade depending climbing rules'.
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Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Equipment
This one-handed axe has a pick on the opposite end of the blade. You can choose to deal either slashing damage or piercing damage, depending on which end you use to attack. If you are proficient with
Monsters
The Book of Many Things
makes two Radiant Blade attacks and uses Bursting Benediction.
Radiant Blade. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Radiant Blade"} to hit, reach 5 ft
., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Radiant Blade", "rollDamageType":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fae Blade"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Fae Blade
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
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
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
effects, the spell is cast on the turn that the orb explodes.
Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
Rogue
Legacy
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Classes
Basic Rules (2014)
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
Monk
Legacy
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Classes
Basic Rules (2014)
shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
ship was constructed using disintegration rays, the surfaces of the floors, walls, and ceilings are smooth and featureless. Climbing a vertical surfaces is difficult without climbing gear or magic
roughly spherical mass. This means that where you’re standing in any given room can change depending on which deck you happen to be on. For example, the floor of the Hollow Deck is the bowl-shaped surface nearest the Command Deck.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
. The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
The Grand Master As the leader of the monastery, the Grand Master is meant to present a difficult but not impossible challenge. You might wish to modify his capabilities depending on the relative
deal an extra 6d8 slashing damage instead. You might also have the shards be from a polymorph blade, a blade of the medusa, or some other type of weapon. Another option is to allow decapitated
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are ordered to follow a squad of duergar to Overlake Hold for further questioning. From this point, the adventure can take different paths depending on how you want to proceed. Talk to the players
property of her mistress, Ilvara (see “Signs of Pursuit” in the “Blade Bazaar” section). The Stone Guards arrest the characters and take them to Overlake Hold, pending negotiations with the drow. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide. Whenever a character fails a saving
Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2–3 Long-term 4+ Indefinite
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
locomotion have a speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Climb. A creature that has a climbing speed can use all or part of its movement to move on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
information on the tools, see the Player’s Handbook. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
or use the social interaction rules in the Dungeon Master’s Guide. Consider granting the characters advantage on any ability check they make to communicate with a creature if they offer something it
wants. The “Monsters’ Desires” section below suggest things that a creature might like, depending on its type. Adventurers offer meat to an owlbear.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Game Dice The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores. In these rules, the different dice are referred to by the
from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Exploring Mount Ironrot Use the following rules when the characters travel around Mount Ironrot. Regional Effects Mount Ironrot is affected by these environmental phenomena: Impeded Navigation. In
food to forage in the Mournland, and monsters are everywhere. If the party lingers too long between locations, introduce random encounters with creatures such as blazebears (see appendix A) or blade scouting parties (see the “Blade Scouting Party” section later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters with Classes You can use the rules in chapter 3 of the Player’s Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of
recalculate its challenge rating as though you had designed the monster from scratch. Depending on the monster and the number of class levels you add to it, its challenge rating might change very
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
increased pace again (see chapter 6 for a selection of mounts for sale). The Dungeon Master’s Guide has rules that affect which pace you can choose in certain types of terrain. Travel Pace
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
increased pace again (see “Equipment” for a selection of mounts for sale). The “DM’s Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won’t break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; those that have no form of ground-based
move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. A creature that has a climbing speed can use all or part of its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing
movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
surest sign of Lolth’s approval. No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are
commonplace. Rumors about disloyalty, conspiracies with surface elves, or heresy against Lolth are circulated so frequently that no one knows what to be sure of. Assassinations, both by blade and by the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when
eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. Unarmored Defense If you already have the Unarmored Defense feature, you can't gain it again from another class.






