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Returning 35 results for 'climbing way readily'.
Other Suggestions:
claiming way ready
climbing way reality
claiming way reality
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Magic Items
Dungeon Master’s Guide
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 Portable Hole by taking hold of
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Monsters
Mythic Odysseys of Theros
on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction
Monsters
Mythic Odysseys of Theros
neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a
conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward
Monsters
Guildmasters’ Guide to Ravnica
, the target is grappled in this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates
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
Monsters
Guildmasters’ Guide to Ravnica
this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates mesmerizing colors and shapes
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
Monsters
Guildmasters’ Guide to Ravnica
, the target is grappled in this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates
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
Monsters
The Book of Many Things
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
Magic Items
Fizban's Treasury of Dragons
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
the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
Dragon Vessel (Stirring);Stirring (Rare). In addition to the options for a
Monsters
Vecna: Eve of Ruin
points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn&rsquo
. 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
Magic Items
Baldur’s Gate: Descent into Avernus
)
3
Responsibility. It is the duty of the strong to protect the weak. (Lawful)
4
Respect. All people deserve to be treated with dignity. (Good)
5
Honor. The way I
1
I am too quick to judge others.
2
I offer forgiveness too readily.
3
I will sacrifice innocent lives for the greater good.
4
Flaw? What flaw? I am flawless. Utter perfection
Monsters
Mythic Odysseys of Theros
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target
Magic Items
The Wild Beyond the Witchlight
passage of time. Moreover, it can’t be moved, harmed in any way, or affected by any other magic. All other conditions and effects on the creature are suppressed until it is no longer frozen in
climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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 of the edges of the cloth
hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5
backgrounds
Characters who value study and learning, as well as those with a capacity to heal the injuries and illnesses of others, readily become crimson aspirants. More physically inclined characters can be
way to bring them back.
Crimson Aspirant Trinkets. When you make your character, you can roll once on the Crimson Aspirant Trinkets table instead of on the normal starting Trinkets table
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE
Halflings try to get along with everyone else and are
Speed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
.
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a
before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, partly obscured by hanging greenery, are readily apparent in the cliff’s face, one twenty feet high and the other forty feet high. Slightly north of these gaping openings, a much smaller cave
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, partly obscured by hanging greenery, are readily apparent in the cliff’s face, one twenty feet high and the other forty feet high. Slightly north of these gaping openings, a much smaller cave
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Secret Room This unlit chamber connects areas 30a and 38c by way of secret doors. The secret doors are readily identifiable and easily opened from inside the room. Xunderbrok If the word
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
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->Player's Handbook (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Secret Room This unlit chamber connects areas 30a and 38c by way of secret doors. The secret doors are readily identifiable and easily opened from inside the room. Xunderbrok If the word
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.