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Returning 35 results for 'climbing wearing resizes'.
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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.
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t 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 isn’t 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 isn’t 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 isn’t 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 fall’s damage to 0, provided it isn’t wearing heavy armor.
Uncanny Dodge. The
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t 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 fall’s damage to 0, provided it isn’t wearing heavy armor.Hadozee explorers scour Wildspace
Magic Items
Baldur’s Gate: Descent into Avernus
This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.
While wearing the helm, you can see out of it as though you weren’t wearing it. In
Magic Items
Tomb of Annihilation
Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
Cold Immunity. While attuned to and wearing the ring, you have
Magic Items
The Book of Many Things
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re 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->Lost Mine of Phandelver
+1 Armor The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to your Armor Class while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
+1 Armor The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to your Armor Class while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer.
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->Baldur's Gate: Descent into Avernus
resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000
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
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->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 Master’s 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->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->Rise of Tiamat
17. The Icewolf’s 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->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->Dungeon Master’s 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->Rise of Tiamat
17. The Icewolf’s 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->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->Tyranny of Dragons
17. The Icewolf’s 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->Dungeon Master’s 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->Tyranny of Dragons
17. The Icewolf’s 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 character’s 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->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 character’s 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->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->Tomb of Annihilation
Ring of Winter Ring, artifact (requires attunement) Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit
magical or supernatural aging effects, such as the Horrifying Visage of a ghost. Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ring of Winter Ring, artifact (requires attunement) Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit
magical or supernatural aging effects, such as the Horrifying Visage of a ghost. Cold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from
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