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Returning 35 results for 'branch before down caltrops rest'.
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Feats
Player’s Handbook
buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan
’s Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Fast Crafting
Artisan's
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
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
. (The caltrops are meant to discourage the aboleth from beaching itself in the cave. Characters can easily spot and avoid them.)
The presence of the aboleth has tainted the underground river and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Tinderbox Bucket Oil Torch Caltrops Paper Vial Candle Parchment Crowbar Pole See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You
can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
buy a nonmagical item, you receive a 20 percent discount on it. Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan’s
Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart. Fast Crafting Artisan’s Tools Crafted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Dwarven Tools These hallways are lined with crumbling stone tables and shelves upon which rest sturdy dwarven anvils, whetstones, tongs, hammers, chisels, and other tools. Arch Gate to Level 5
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Mansion A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods
capped with fairytale cones, its towers lined with sculpted battlements. A third of the structure has collapsed, as has part of the roof, but the rest appears intact. A dark, octagonal tower rises above
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Features of Zorzula’s Rest Zorzula’s Rest has the following noteworthy features. Sulfuric Lava The outpost is built atop a sulfuric lava spring. The sulfur colors the lava bluish-purple and fills the
Zorzula’s Rest are immune to the fumes. Walls and Floors The walls and floors of the outpost are made of gray igneous stone. The mining tunnels carve through packed earth and rocky sediment. Ceilings
Goblin
Legacy
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Learn More
Species
Volo's Guide to Monsters
they frequently carry nets, caltrops, lassos, and nooses on poles for controlling captured creatures. These goblins cook for the tribe, and in times of war they are also responsible for making poison
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Gods of Theros A bird shrieked as it took flight from a branch above her. Through the gaps in the rustling canopy, she could see the god-forms shift in and out of focus. The night sky was known as
mortal eyes to witness. Lidia rarely took time to step outside her home and watch the heavens, but now there was no place else to rest her eyes. Tonight the god-forms were vivid, and her heart beat faster
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
successful check, you cast the spell using 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
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 appears in an unoccupied space as close to you as possible. The creature isn’t under
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a successful check, you cast the spell using 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
nonmagical object out of 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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Presto Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
magic, you have learned to cast spells. Cantrips. You know four Wizard cantrips. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
it, served as a meal of caltrops for draconian toes and sent the kender’s pursuers stumbling into the mud. In honor of this brave kender’s sacrifice (the loss of a perfectly good sack of pasta
. Sprinkle the panko evenly over the pasta. Bake the pasta until heated through, the surface is browned, and the edges are bubbly, 30 to 40 minutes, rotating the pan halfway through. Let rest briefly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
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, determined by rolling on the following table. Any spell
turn. 76–80 You pull a nonmagical object out of 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
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
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, determined by rolling on the following table. Any spell
turn. 76–80 You pull a nonmagical object out of 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Individual kobolds might rest in a shallow pit or a personal-sized alcove, depending on the customs of the tribe. These spaces are used primarily for resting, although some kobolds might quietly work on
mine elevators rigged to fall Caltrops in shallow mud or soft dirt (light kobolds can walk on them without trouble) Collapsing ceilings Crates of centipedes Falling blocks Moats full of pitch or oil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
course. You decide what this looks like: they might follow the wrong branch of a river, orient themselves to the wrong mountain peak on the horizon, or get turned around in the forest. As a baseline
Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances: Resting. The trackers resume tracking after finishing a Short or Long Rest. Shifting Weather
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
exchange for treasure. Even if Kaarghaz can be convinced to give up some of his wealth, he doesn’t let the matter rest—he forms a war party (as described above) and goes after the characters. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.
Against the east wall, at the foot of the stairs, rest two large metal storage bins that
-looking bed in the northwest corner has a wooden locker at its foot.
A small wooden table stands against the east wall, with a padded leather chair beside it. On the table, a brass three-branch
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
thief and the thief’s allies, but they don’t pursue foes outside this area. L3: Cave Shack Rickety metal sheets separate the east end of this cave from the rest of the complex. Aggressive growling
emanates from behind the sheets.
This area is separated from the rest of the caves by rickety metal sheets scavenged from the debris of Landro’s right foot (area L5). The area serves as a shelter for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
has a glyph key attuned to this zone and the Hatchery. White Gate. A white gate is located in the south branch of the corridor that leads west from this area toward the Swine Run. Swine Run These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced
character must succeed on a DC 10 Strength saving throw or fall the rest of the way down the chimney. In addition to falling damage, the character takes an extra 3 (1d6) fire damage from the hot coals and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
(worth 120 GP) Oil of Sharpness
B7: Brandle’s Rest A humanoid skeleton clad in rags is nailed to the eastern wall here, its bones hanging off pitons. A wide-brimmed hat with an enormous green
ordering his victims to retrieve the box, then watching them die trying. B12: Detritus Dens Two chambers carpeted with rotting vegetation branch off from the tunnel. This vegetation is piled high and
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
enchanted grove, this marble-and-quartz palace of elven design rises gracefully toward the sky, encircled by music and glimmering light.
One of the city’s rare places meant solely for rest and
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
only under the cover of night. Stone Stand (see map 3.12) is situated upon a lonely hill north of the High Forest. Atop this hill, the Blue Bears built a mound upon which they planted a branch of the
Grandfather Tree. This branch grew into a towering oak tree, which today is surrounded by a raised inner ring of cairns and a broken outer ring of mounds with more cairns atop them. Beneath these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
: When reduced to 0 hit points, he drops to 1 hit point instead (but can’t do this again until he finishes a long rest). He has darkvision out to a range of 60 feet. He speaks Common and Orc. Yorn
construction and style: a twisted birch branch, a sturdy oak dowel, a glittering haft of stone, a steel pole carved with blue runes, a dimpled copper staff topped with a copper crescent moon, and a blown
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
wings in a different position in each scene. The land below the knight and dragon is depicted as a raging inferno. G2: Hall of Desolation Four chambers branch from a central hub. Frescoes cover the
, the creature is scouting the gardens to determine if it can kill the dragon. It remains in the well and waits for the characters to leave, but if the characters search the well or attempt to rest
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
game of cards.
Zuzanna Wuzyk Daveras
The elf is Daveras, a neutral druid. Daveras joined the camp after his lifeboat crashed into Havock. The remains of his lifeboat rest on the starboard
spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious
small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, but they frequently carry nets, caltrops, lassos, and nooses on poles for controlling captured creatures. These goblins cook for the tribe, and in times of war they are also responsible for making
lucky if their only punishment is demotion to the pariah caste.
Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters, he withdraws to area D25 and pounds on the door to wake his fellow cultists, yelling “Intruders!” at the top of his lungs to alert the occupant of area D26. D24. Myrkul’s Rest Followers of Myrkul
use this plundered crypt as a place to rest. Describe it to the players as follows: Four flickering torches in wall sconces illuminate this crypt, the middle of which is occupied by an open stone






