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Returning 35 results for 'bonus barren diffusing climbing rooting'.
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Magic Items
Dungeon Master’s Guide
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
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
Classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Monsters
Guildmasters’ Guide to Ravnica
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Guildmasters’ Guide to Ravnica
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at will, although he is as likely to tear his prey apart with his teeth.Yeenoghu’s Lair
Yeenoghu’s lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
Mordenkainen Presents: Monsters of the Multiverse
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
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
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.Multiattack. Yeenoghu makes three
hands before ripping out its throat with his teeth.Yeenoghu’s Lair
Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
a creature kills Lhammaruntosz or a Scaly Eye member while inside the temple, a spectral dragon appears and attacks the creature. The dragon makes an attack roll with a +10 bonus to hit and deals 22
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
plate, causing a volley of spikes to discharge upward. If the plate is triggered, each person in the pit or leaning over its edge is likely to be struck by the spikes, which have a +11 bonus to hit and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
plate, causing a volley of spikes to discharge upward. If the plate is triggered, each person in the pit or leaning over its edge is likely to be struck by the spikes, which have a +11 bonus to hit and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
a creature kills Lhammaruntosz or a Scaly Eye member while inside the temple, a spectral dragon appears and attacks the creature. The dragon makes an attack roll with a +10 bonus to hit and deals 22
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
plate, causing a volley of spikes to discharge upward. If the plate is triggered, each person in the pit or leaning over its edge is likely to be struck by the spikes, which have a +11 bonus to hit and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
a creature kills Lhammaruntosz or a Scaly Eye member while inside the temple, a spectral dragon appears and attacks the creature. The dragon makes an attack roll with a +10 bonus to hit and deals 22
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and
of 7 or lower on the d20 as an 8. Eye for Detail Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence






