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Returning 35 results for 'buttons bonus diffusing climbing reason'.
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Magic Items
Dungeon Master’s Guide
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
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
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.
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a
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
Dragonlance: Shadow of the Dragon Queen
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
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's Fiendish Folio Volume 1
shield takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The khargra can detach itself by spending 5 feet
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
Equipment
construction is the reason it’s not often a weapon seen on land, though when used by a skilled fighter, it most certainly can be a formidable tool.
When you successfully hit a creature with a
vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
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
Rod of Lordly Might Rod, Legendary (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
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
Rod of Lordly Might Rod, Legendary (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
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
Rod of Lordly Might Rod, Legendary (Requires Attunement) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) 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 in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
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
Rod of Lordly Might Rod, legendary (requires attunement) 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
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
Rod of Lordly Might Rod, legendary (requires attunement) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) 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 in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
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
Rod of Lordly Might Rod, legendary (requires attunement) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) 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 in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
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
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
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->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.






