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Returning 35 results for 'bottom barriers diffusing climbing reduced'.
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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
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
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
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
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
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
. 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
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->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
made against a target within 10 feet of you, the curse causes you to become the target instead.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
While you wear these
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->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
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
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
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
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
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
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
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
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
This was the campsite of the Rockseekers. The dead dwarf is
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The bottom of the crevasse is filled with magma. A shimmering curtain of heat rises from the crevasse and makes the cavern hot and dry. The roughly spherical engine is 40 feet below the top of the
crevasse and 40 feet above the magma. It can be reached by magic or by climbing down to it. The sheer sides of the crevasse require a successful DC 12 Strength (Athletics) check to climb. On a failed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
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
), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides






