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Returning 35 results for 'blinding back diffusing climbing reaches'.
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Spells
Player’s Handbook
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
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
Javelin of Lightning
Legacy
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Magic Items
Basic Rules (2014)
lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The
Reverse Gravity
Legacy
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Spells
Basic Rules (2014)
ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking
anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon
call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Monsters
Icewind Dale: Rime of the Frostmaiden
-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its
wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their amulets as signs of their devotion to the archduke of Stygia (see the “Chardalyn Amulets” sidebar).
Monsters
Icewind Dale: Rime of the Frostmaiden
warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their
Monsters
Mythic Odysseys of Theros
":"Hooves","rollDamageType":"fire"} fire damage.Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of
the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator
Spells
Tasha’s Cauldron of Everything
Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically
Monsters
Strixhaven: A Curriculum of Chaos
creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
tangle, the answer they seek is revealed.
In truth, archaics are the reincarnated souls of the oracles of Strixhaven. When an oracle dies, their soul travels back through time to the explosion of magic
monsters
Icewind Dale: Rime of the Frostmaiden
polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies
Monsters
Quests from the Infinite Staircase
back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies.
Regional Effects
The Eternal Garden has the following features
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the
unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth
Monsters
Storm King's Thunder
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses
Magic Items
Princes of the Apocalypse
reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in
Monsters
Divine Contention
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
Magical fog billows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 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 smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Making an Entrance The ground floor of the hermitage can be entered in a number of ways, including through the main doors (between area 2 and area 4), and through the back doors into the hermit cells
through the door of the guard tower (area 21), or by climbing the walls and forcing open one of the second-story windows. Climbing the hermitage walls requires a successful DC 12 Strength (Athletics) check, and opening a window requires a successful DC 10 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Making an Entrance The ground floor of the hermitage can be entered in a number of ways, including through the main doors (between area 2 and area 4), and through the back doors into the hermit cells
through the door of the guard tower (area 21), or by climbing the walls and forcing open one of the second-story windows. Climbing the hermitage walls requires a successful DC 12 Strength (Athletics) check, and opening a window requires a successful DC 10 Strength (Athletics) check.
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->Ghosts of Saltmarsh
Making an Entrance The ground floor of the hermitage can be entered in a number of ways, including through the main doors (between area 2 and area 4), and through the back doors into the hermit cells
through the door of the guard tower (area 21), or by climbing the walls and forcing open one of the second-story windows. Climbing the hermitage walls requires a successful DC 12 Strength (Athletics) check, and opening a window requires a successful DC 10 Strength (Athletics) check.
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->Waterdeep: Dungeon of the Mad Mage
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
bridges of stone span the trenches at three points. A character can try to leap off a bridge onto the bore worm’s back as it passes underneath. Any character trying to do so must make a DC 15
Magic Items
Keys from the Golden Vault
Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears
in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
bridges of stone span the trenches at three points. A character can try to leap off a bridge onto the bore worm’s back as it passes underneath. Any character trying to do so must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
bridges of stone span the trenches at three points. A character can try to leap off a bridge onto the bore worm’s back as it passes underneath. Any character trying to do so must make a DC 15






