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Returning 35 results for 'climbing wanderer race'.
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Backgrounds
Sword Coast Adventurer's Guide
2
Exile
5
Sightseer
3
Fugitive
6
Wanderer
Where Are You From?
The most important decision in creating a far traveler background is determining your homeland. The places
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, hermit, or refugee 39–43 Explorer or wanderer 44–55 Farmer or herder 56–60 Hunter or trapper 61–75 Laborer 76–80 Merchant 81–85 Politician or bureaucrat 86–90 Priest 91–95 Sailor 96–00 Soldier Race
d100 Race 01–40 Human 41–50 Dwarf 51–60 Elf 61–70 Halfling 71–75 Dragonborn 76–80 Gnome 81–85 Half-elf 86–90 Half-orc 91–95 Tiefling 96–00 DM’s choice Relationship 3d4 Attitude 3–4 Hostile 5–10
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, hermit, or refugee 39–43 Explorer or wanderer 44–55 Farmer or herder 56–60 Hunter or trapper 61–75 Laborer 76–80 Merchant 81–85 Politician or bureaucrat 86–90 Priest 91–95 Sailor 96–00 Soldier Race
d100 Race 01–40 Human 41–50 Dwarf 51–60 Elf 61–70 Halfling 71–75 Dragonborn 76–80 Gnome 81–85 Half-elf 86–90 Half-orc 91–95 Tiefling 96–00 DM’s choice Relationship 3d4 Attitude 3–4 Hostile 5–10
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hadozee Traits As a hadozee player character, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed. Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Hadozee Traits As a hadozee player character, you have the following traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed. Dexterous Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tabaxi Traits As a tabaxi, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tabaxi Traits As a tabaxi, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
through the structure’s roof.
Workers race toward the building as smoke billows through the roof and doors. A character who succeeds on a DC 16 Intelligence (Arcana or Religion) check suspects that the
leap up nearby columns and race along the thatched reed roof. A half dozen workers have fallen into the sinkhole and struggle to clamber out.
The mill is in chaos as a dozen workers make
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
through the structure’s roof.
Workers race toward the building as smoke billows through the roof and doors. A character who succeeds on a DC 16 Intelligence (Arcana or Religion) check suspects that the
leap up nearby columns and race along the thatched reed roof. A half dozen workers have fallen into the sinkhole and struggle to clamber out.
The mill is in chaos as a dozen workers make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thieves’ tools to disarm a trap or open a lock, or take the Utilize action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“The Orrery of the Wanderer” makes use of an adventure trope as old as D&D itself — working up a totally high-powered artifact, then dropping it into the hands of low-level characters just to see
the Tresendar Manor dungeons. Splugoth wanted creatures with keen scent to make another attempt at locating any franchise dead. Treasure. Hamebi’s satchel holds 50 gp and a potion of climbing. Searching
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“The Orrery of the Wanderer” makes use of an adventure trope as old as D&D itself — working up a totally high-powered artifact, then dropping it into the hands of low-level characters just to see
the Tresendar Manor dungeons. Splugoth wanted creatures with keen scent to make another attempt at locating any franchise dead. Treasure. Hamebi’s satchel holds 50 gp and a potion of climbing. Searching
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild’s. Size. Your size is Medium, within the normal range of your humanoid base race. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild’s. Size. Your size is Medium, within the normal range of your humanoid base race. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
decreases by 1. Ruins The adventurers come across a small ruin hidden in the Underdark. This might be the creation of a subterranean race or a surface ruin that collapsed and sank long ago. If the
random party member steps on and collapses a sinkhole, and must succeed on a DC 12 Dexterity saving throw to avoid falling into a 20-foot-deep pit and taking 7 (2d6) bludgeoning damage. Climbing out
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
decreases by 1. Ruins The adventurers come across a small ruin hidden in the Underdark. This might be the creation of a subterranean race or a surface ruin that collapsed and sank long ago. If the
random party member steps on and collapses a sinkhole, and must succeed on a DC 12 Dexterity saving throw to avoid falling into a 20-foot-deep pit and taking 7 (2d6) bludgeoning damage. Climbing out
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that the Six successfully gained the housing of the Orrery of the Wanderer in episode 5. If they don’t have the housing, any components the Six have obtained spin in place on their own. (Even if the
top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that the Six successfully gained the housing of the Orrery of the Wanderer in episode 5. If they don’t have the housing, any components the Six have obtained spin in place on their own. (Even if the
top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
order came into possession of a piece of the Orrery of the Wanderer called the rotor of return, and just over a month ago that their search for lore on the rotor came to the attention of the Six. The
more stairs are deactivated with dispel magic first, a character climbing or jumping up has advantage on the check. Treasure. Each hell hound wears an ornate platinum collar, one etched with the name
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
order came into possession of a piece of the Orrery of the Wanderer called the rotor of return, and just over a month ago that their search for lore on the rotor came to the attention of the Six. The
more stairs are deactivated with dispel magic first, a character climbing or jumping up has advantage on the check. Treasure. Each hell hound wears an ornate platinum collar, one etched with the name
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
bandit) is a young wanderer who came to Phandalin expecting to secure a job mining in the nearby hills. Once they arrived, the dwarf found no mining work to be had, and the jobs they’ve taken to make ends
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
bandit) is a young wanderer who came to Phandalin expecting to secure a job mining in the nearby hills. Once they arrived, the dwarf found no mining work to be had, and the jobs they’ve taken to make ends
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty. Crypt 24 Ivan Ivliskovich, Champion of Winter Dog Racing: The race may go to the swift
. The floor here is an illusion that hides a 20-foot-deep pit. The sides of the pit are polished smooth; a creature without a climbing speed can’t move along them without the aid of magic or a climber’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty. Crypt 24 Ivan Ivliskovich, Champion of Winter Dog Racing: The race may go to the swift
. The floor here is an illusion that hides a 20-foot-deep pit. The sides of the pit are polished smooth; a creature without a climbing speed can’t move along them without the aid of magic or a climber’s