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Returning 35 results for 'block being down casting rope'.
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Feats
Player’s Handbook
Tools
Crafted Gear
Carpenter's Tools
Ladder, Torch
Leatherworker's Tools
case, crossbow bolt;Case, Pouch
Mason's Tools
Block and Tackle
Potter's Tools
Jug, Lamp
Smith's
Tools
Ball Bearings, Bucket, Caltrops, Grappling Hook, Pot, Iron;Iron Pot
Tinker's Tools
Bell, Shovel, tinderbox;Tinder Box
Weaver's Tools
Basket, Rope, Net, Tent
Woodcarver's Tools
Club, Greatclub, Quarterstaff
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
Spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
Monsters
Icewind Dale: Rime of the Frostmaiden
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Magic Items
Mythic Odysseys of Theros
you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope Trick 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour You touch a length of rope that is
up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gear Carpenter’s Tools Ladder, Torch Leatherworker’s Tools Crossbow Bolt Case, Map or Scroll Case, Pouch Mason’s Tools Block and Tackle Potter’s Tools Jug, Lamp Smith’s Tools Ball Bearings, Bucket
, Caltrops, Grappling Hook, Iron Pot Tinker’s Tools Bell, Shovel, Tinderbox Weaver’s Tools Basket, Rope, Net, Tent Woodcarver’s Tools Club, Greatclub, Quarterstaff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fabricate Level 4 Transmutation (Wizard) Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same material. For
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
barrels of salt and spices; and three chests containing rope, oil, lanterns, paper, and blankets. From the supplies, characters can assemble enough gear to make five explorer’s packs. Mesmerizing
Incense. Also present is a sealed case containing ten blocks of temple incense. Lighting a block creates a hazy cloud that fills a 20-foot-diameter sphere and moves with the block. Any creature that starts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creation 5th-level illusion Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create) Duration: Special You pull wisps of
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creation 5th-level illusion Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create) Duration: Special You pull wisps of
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Creation Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a paintbrush)
Duration: Special
You pull wisps of shadow material from the Shadowfell
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fabricate 4th-level transmutation Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression for each
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fabricate 4th-level transmutation Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Creation Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a paintbrush)
Duration: Special
You pull wisps of shadow material from the Shadowfell
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fabricate Level 4 Transmutation (Wizard) Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same material. For
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
past them. The panther has a mental block that prevents it from being able to see humans, which initially applies to other humanoids as well. It likewise ignores familiars, but it attacks any beast
block regarding other humanoids fails, and the panther attacks any such creature it can see. If it can see no target, the bewildered panther resumes its pacing. Treasure. Almost all the weapons around the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal






