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                        Returning 35 results for 'climbing wearing religions'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs 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.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Glide. If it isnât incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Dagger. Melee or
                                                
                                            
                                                
                                                    , provided it isnât wearing heavy armor.Hadozee shipmates make up much of the crew aboard some spelljamming ships.
Hadozees
Hadozees are slender, highly adaptive Humanoids with simian
                                                
                                            
                                        
                                                     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 isnât in contact with any of these
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Destructive Claws","rollDamageType":"slashing"} slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Glide. If it isnât incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Multiattack. The
                                                
                                            
                                                
                                                     damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fallâs damage to 0, provided it isnât wearing heavy armor.
Uncanny Dodge. The
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Glide. If it isnât incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Multiattack. The
                                                
                                            
                                                
                                                    . When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fallâs damage to 0, provided it isnât wearing heavy armor.Hadozee explorers scour Wildspace
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Beastâs game statistics, and any nonmagical equipment youâre wearing or carrying melds into your new form and canât be used. Any magic items youâre carrying drop in an
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming donât cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming donât cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Gloves of Swimming and Climbing Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    17. The Icewolfâs Spine This jagged ridge of ice divides the cavern into sections. Climbing up to at least the 8-foot level and moving along the ridge is the only safe way to get from area 15 or 16
                                                
                                            
                                                
                                                     footing and falls to the next level below, taking 3 (1d6) bludgeoning damage and landing prone. Wearing crampons grants advantage on this check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    17. The Icewolfâs Spine This jagged ridge of ice divides the cavern into sections. Climbing up to at least the 8-foot level and moving along the ridge is the only safe way to get from area 15 or area
                                                
                                            
                                                
                                                     loses its footing and falls to the next level below, taking 3 (1d6) bludgeoning damage and landing prone. Wearing crampons grants advantage on this check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Exploring the Coach Each car has a human conductor (commoner) wearing the livery of House Orien. When a character enters a car, the conductor asks to see the characterâs ticket. If the character
                                                
                                            
                                                
                                                     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->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
                                                
                                            
                                                
                                                     wearing gauntlets of ogre power. The remains are hidden from view but can be found with a successful DC 20 Wisdom (Perception) check. Each character searching can attempt one check per hour.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
                                                
                                            
                                                
                                                    , Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
                                                
                                            
                                                
                                                     wearing a ceremonial animal mask. Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     use an action to turn invisible. Anything the host is wearing or carrying is invisible as long as it is on the hostâs person. The effect ends if the host attacks, casts a spell, forces a saving throw
                                                
                                            
                                                
                                                     its hands free. It gains a climbing speed equal to its walking speed. Oboâlaka (female) LN Nervous and obsessive âI am risk-averse and never deviate from my routine.â Iâjin The host can attune to one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the pit leads to a narrow tunnel and is flanked by mounds of fungi and offal.
 The pit is 15 feet deep, and the ledge that overlooks it is lined with pointy bits of scrap metal to make any climbing
                                                
                                            
                                                
                                                     living creatures it sees. A crawling claw wearing an obsidian ring on one stubby finger (see âTreasureâ) lurks amid the offal mounds. These mounds are difficult terrain to Small and Medium creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     states otherwise. The ceilings throughout the palace are 30 feet high and arched. Climbing gear or magic is needed to scale the palace walls, inside or out.  Crown-locked Door Magical wards on all the
                                                
                                            
                                                
                                                     wearing a crown is mounted above each magically locked door, identifying which iron guardian must wear the crown for it to be unlocked. Creatures whose names have been penned inside Zybilnaâs ritual book
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     ladder is fixed in the chute for climbing up and down, but nothing marks the position of the open, 3-foot-wide hole when it is covered by rugs. The slight depression it causes in the rug can be
                                                
                                            
                                                
                                                     members are likely to recognize this regalia as Mondathâs. When they see that the person wearing it is not Mondath, or if they know she is dead, alarm bells are guaranteed to go off. Developments If a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    , read or paraphrase the following text: âHello, travelers!â calls an energetic giant sloth wearing a bracelet of claws and feathers. The creature dangles from a nearby tree and waves a three-clawed paw
                                                
                                            
                                                
                                                    . âFresh faces are always welcome in Camp Greenbriar!â
 The sloth is named Razak. He uses black bear stat block, with the following adjustments: Razak is neutral good. He has a climbing speed of 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     four figures wearing fur hats and clutching spears. They watch you nervously.
 Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway
                                                
                                            
                                                
                                                     stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     fixed in the chute for climbing up and down, but nothing marks the position of the open, 3-foot-wide hole when it is covered by rugs. The slight depression it causes in the rug can be noticed with a
                                                
                                            
                                                
                                                     person wearing it is not Mondath, or if they know she is dead, alarm bells are guaranteed to go off. Developments If a fight breaks out in area 12 and four of the guards from that chamber retreat here
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     the Bazaar, and its colors are brown and gray. The Hawk represents Tumbledown and Underlook in Middle Dura, and wearing its blend of tan and brown can usually get you a good price at an inn.
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Regardless of a pitâs depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
                                                
                                            
                                                
                                                     it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     warforged corpse lies at the bottom of the pit, its head struck from its shoulders. Eleven other warforged in various states of disrepair sit chained together on the pit floor. Climbing the walls of
                                                
                                            
                                                
                                                     shed contains a small child covered in dust, wearing the once-fine, now-ruined livery of a House Orien. The boy sobs, shrunken into one corner, his face slack. Stale bread, smelly water, a pile of rags
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     youâre not wearing heavy armor. Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . The first one contains the exsanguinated corpse of a mountain goat. The second one holds a dead shield dwarf prospector wearing a tattered fur cloak and clutching a minerâs pick close to his chest
                                                
                                            
                                                
                                                    . Treasure. Lying next to the ice spider eggs is a frozen potion of climbing and a warhammer with a sapphire (worth 1,000 gp) set into the end of its haft. The potion must be thawed before it can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
                                                
                                            
                                                
                                                     pterafolk nests in a cave just below the southern lip of the plateau. It can be reached by climbing down the cliff face, but characters who scout the area carefully and succeed on a DC 13 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    . Such clerics carry a staff, but they are forbidden from wearing armor or using weapons other than that staff. To reflect this, you could remove the armor and weapon proficiencies for clerics of this
                                                
                                            
                                                
                                                     who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     statisticsâincluding your ability scores, hit points, and possible actionsâare replaced by the Beastâs game statistics, and any nonmagical equipment youâre wearing or carrying melds into your new form and
                                                
                                            
                                                
                                                     spellcasting ability (your choice). Campfire. You 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     extradimensional chamberâs walls, floors, ceilings, and doors are impervious to damage. A creature can leave an extradimensional chamber and return to the manor by climbing through the chamberâs window
                                                
                                            
                                                
                                                     resemble the sky. Hiding against the wall with the window are four medusas wearing hooded robes and covered with greenery for camouflage. The medusas attack intruders as they cross the room. Characters
                                                
                                            
                                        






