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Returning 35 results for 'blending blessed diffusing climbing reading'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
been able to easily master all manner of weapons, although for challenge I prefer to use my own fists in combat.
But I boast too much. In truth, I am one of many who are blessed with the might of
hero’s life from miraculous birth to glorious end? If you’re reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced. The pool is fed by an underground spring and was blessed long ago by Saint
Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
been able to easily master all manner of weapons, although for challenge I prefer to use my own fists in combat.
But I boast too much. In truth, I am one of many who are blessed with the might of
hero’s life from miraculous birth to glorious end? If you’re reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced. The pool is fed by an underground spring and was blessed long ago by Saint
Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced. The pool is fed by an underground spring and was blessed long ago by Saint
Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
been able to easily master all manner of weapons, although for challenge I prefer to use my own fists in combat.
But I boast too much. In truth, I am one of many who are blessed with the might of
hero’s life from miraculous birth to glorious end? If you’re reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Myrkul Patrol Set the scene by reading the following boxed text aloud: Through dense vines and foliage ahead, you can see a dancing flame surrounding a floating skull. Shadows move in the greenery
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Myrkul Patrol Set the scene by reading the following boxed text aloud: Through dense vines and foliage ahead, you can see a dancing flame surrounding a floating skull. Shadows move in the greenery
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Myrkul Patrol Set the scene by reading the following boxed text aloud: Through dense vines and foliage ahead, you can see a dancing flame surrounding a floating skull. Shadows move in the greenery
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Zombie Escape Set the scene by reading the following boxed text aloud: Groans fill the air as moaning humanoid figures covered in dried bird droppings sprint toward you on the road. As these beings
the main tower (area I6). When using the parapets for protection, a Medium or smaller creature gains half cover.
Walls. Climbing the stone walls of the ruin without equipment requires a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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->Sleeping Dragon’s Wake
Zombie Escape Set the scene by reading the following boxed text aloud: Groans fill the air as moaning humanoid figures covered in dried bird droppings sprint toward you on the road. As these beings
the main tower (area I6). When using the parapets for protection, a Medium or smaller creature gains half cover.
Walls. Climbing the stone walls of the ruin without equipment requires a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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->Tyranny of Dragons
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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->Sleeping Dragon’s Wake
Zombie Escape Set the scene by reading the following boxed text aloud: Groans fill the air as moaning humanoid figures covered in dried bird droppings sprint toward you on the road. As these beings
the main tower (area I6). When using the parapets for protection, a Medium or smaller creature gains half cover.
Walls. Climbing the stone walls of the ruin without equipment requires a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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->Tyranny of Dragons
the writings must make a DC 15 Wisdom saving throw. Success indicates that the character recognizes the danger and stops reading. Failure indicates the character absorbs the power of the fiendish lore
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->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Items 66–67 Rod of the Pact Keeper 68–69 Rope of Climbing 70 Saddle of the Cavalier 71–72 Sending Stones 73–74 Slippers of Spider Climbing 75–82 Spell Scroll (level 2 or level 3 spell) 83 Staff of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Items 66–67 Rod of the Pact Keeper 68–69 Rope of Climbing 70 Saddle of the Cavalier 71–72 Sending Stones 73–74 Slippers of Spider Climbing 75–82 Spell Scroll (level 2 or level 3 spell) 83 Staff of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Items 66–67 Rod of the Pact Keeper 68–69 Rope of Climbing 70 Saddle of the Cavalier 71–72 Sending Stones 73–74 Slippers of Spider Climbing 75–82 Spell Scroll (level 2 or level 3 spell) 83 Staff of the
classes
Basic Rules (2014)
turns a devout warrior into a blessed champion.
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching
. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and
rambling thicket of twisted roots, thorny vines, and sinuous creepers. This vegetation weaves together to form long tunnels, grand hallways, and enormous domes. Yarnspinner loves reading stories to






