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Returning 35 results for 'before both drinking climbing rolls'.
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before both draining climbing rules
before both driving clinging rules
before boat drinking claiming rolls
before body drinking claiming rolls
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
Monsters
Astarion's Book of Hungers
damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn’t
":"2d6+4", "rollType":"roll", "rollAction":"Resilient Flesh"}.Stone-Skinned, Blood-Drinking Guardian
Vampires need trusted guards for their lairs, minions, and treasures. After all, vampire familiars
Magic Items
Fizban's Treasury of Dragons
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
Dragon Vessel (Slumbering);Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can
speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until
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.
Rod of Lordly Might
Legacy
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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
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->Basic Rules (2014)
Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can
spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can
spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stuffing their maws with flesh and drinking in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. The Hungry
Medium
Hunger. If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
proficiencies. Superior Mobility At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Ambush Master Starting
at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a
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->Fizban's Treasury of Dragons
weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s
breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra
Magic Items
The Wild Beyond the Witchlight
, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
Three hags
climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming
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->Ghosts of Saltmarsh
tricky as the ship rocks back and forth. Treat the floor as difficult terrain. Climbing stairs or a ladder requires a DC 10 Strength (Athletics) check, unless a character has a climbing speed. On a failed
character can attempt to drive off the octopus by dealing damage to it. A character can use an action to make a ranged attack or melee attack, or to cast a spell. Assume that any attack rolls hit but are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
line of sight.” Does that mean you have disadvantage on attack rolls and ability checks even if the source is invisible but you have a clear line to its space? No. If you can’t see something, it’s not
interrupt the rest? Yes. Spellcasting is more strenuous than the activities listed on page 186 of the Player’s Handbook: “eating, drinking, reading, and tending to wounds.”
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in areas 1a, 1b, and 1c detect them and attack. 1a. Ledges Ten-foot-high ledges of rock have formed along the walls of the cavern. Climbing up to a ledge or safely descending from one requires a
of the ogres’ den yields nothing of value. 1d. Polluted Pool A shallow pool has formed against the northeast wall of the cavern, the floor of which is lower here. Runoff from the pool trickles eastward into area 4. The water is polluted with toxic minerals and is unfit for drinking.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
allosaurus. Before any hostilities erupt, the child delightedly shouts, “Fluffy!” The allosaurus wags its tail and rolls on its back for belly rubs. However, creatures from the Giant Kin Encounters table
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). 10 Water Propulsion. The clockwork gains a swimming
Flawed Targeting. Roll a d6 at the start of 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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and suffers a psychic shock. While suffering this shock, the character has disadvantage on attack rolls and ability checks, and must attempt a DC 10 Constitution check to cast a spell. On a failed
down the chute using crampons or some other device to grip the wall. Other characters can climb down only with ropes, pitons, and other climbing gear. The chute descends 60 feet to the roof of area 19
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and suffers a psychic shock. While suffering this shock, the character has disadvantage on attack rolls and ability checks, and must attempt a DC 10 Constitution check to cast a spell. On a failed
down the chute using crampons or some other device to grip the wall. Other characters can climb down only with ropes, pitons, and other climbing gear. The chute descends 60 feet to the roof of area 19
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can’t be cleaned
55 A used (and thus nonmagical) noble knife from the Noble Knife
56 A quill that rotates through all the colors of the rainbow
57 A twenty-sided die that only rolls
amount of pocket lint
67 A dozen flyers for a local gnome food place
68 Omin Dran’s business card
69 A lock of hair from a changeling
70 A marble that rolls uphill
71 A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
normal number of hit points from spending Hit Dice and no hit points from a long rest. The infected creature also has disadvantage on ability checks and attack rolls. At the end of a long rest, an
throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. Explorers can avoid contracting throat leeches by drinking only rainwater or water that’s been
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
into the north wall of the lodge (leading to area 1D). Flying or climbing characters can reach a balcony on the second floor (leading to area 1G) or a gaping window on the third floor (leading to area
sound of someone climbing the stairs, he retreats to Storvald’s throne room (area 1G). Two closed doors stand between him and that room. Since he isn’t a giant, Nilraun must use an action to try to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
isn’t an exact fit for one of the standard types of dungeon or if you want to mix things up. Relying on random rolls to stock an entire dungeon can lead to incongruous results. A tiny room might end up
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
and balancing atop it as it rolls down the hall. Balancing atop a barrel as it careens down the hall requires a successful DC 20 Dexterity (Acrobatics) check. 22e. North Ale Storage This chamber is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
start of this round, every character must make a DC 10 Dexterity saving throw, falling prone and sliding 10 feet toward the port side on a failed save. Creatures climbing on the walls or ceiling do not
start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side






