Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'can’t climbing'.
Other Suggestions:
cast climbing
can't climbing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K29. Creaky Landing This staircase is made of old wood that strains underfoot, creaking and groaning. The staircase climbs from area K16 to area K28. It seems unstable but is sturdy. The creatures in area K28 can’t be surprised by anyone climbing the creaky steps.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K29. Creaky Landing This staircase is made of old wood that strains underfoot, creaking and groaning. The staircase climbs from area K16 to area K28. It seems unstable but is sturdy. The creatures in area K28 can’t be surprised by anyone climbing the creaky steps.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
difficult terrain. Vladimir Horngaard (see area Q36) can hear visitors climbing over the rubble and can’t be surprised by them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
difficult terrain. Vladimir Horngaard (see area Q36) can hear visitors climbing over the rubble and can’t be surprised by them.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
leading down to area Z2, which leads to the uppermost ledge of the chasm. Alternatively, characters can use magic or climbing gear to lower themselves down into the chasm. Map 2.4: cackling chasm View Player Version
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character who makes a successful DC 14 Charisma (Intimidation or Persuasion) check convinces the conductor to stand down without the character paying. If the character can’t pay and fails to convince
balance. A creature that fails this check by 4 or less slips and falls prone on the roof. A creature that fails this check by 5 or more falls off the train and takes 7 (2d6) bludgeoning damage. Climbing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character who makes a successful DC 14 Charisma (Intimidation or Persuasion) check convinces the conductor to stand down without the character paying. If the character can’t pay and fails to convince
balance. A creature that fails this check by 4 or less slips and falls prone on the roof. A creature that fails this check by 5 or more falls off the train and takes 7 (2d6) bludgeoning damage. Climbing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
leading down to area Z2, which leads to the uppermost ledge of the chasm. Alternatively, characters can use magic or climbing gear to lower themselves down into the chasm. Map 2.4: cackling chasm View Player Version
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and chapter 1 (“Combat
you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
; Medium creatures must squeeze, and Large creatures can’t fit through at all unless they have an amorphous form. A second path is inaccessible from the main gate, traveling above the winding path. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
; Medium creatures must squeeze, and Large creatures can’t fit through at all unless they have an amorphous form. A second path is inaccessible from the main gate, traveling above the winding path. This
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be
pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. A creature that has a climbing speed can use all or part of its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game
farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing






