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Returning 35 results for 'climbing wizard rules'.
Other Suggestions:
claiming wizard runes
claiming wizard rites
Classes
Player’s Handbook
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
to leave.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A royal
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
. The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
. The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appropriate for your campaign, and give the characters a chance to prepare before they start climbing mountains. They will be encountering extreme weather conditions and might have difficulty with
the harshness of the climb. Rules for extreme cold, strong wind, and high altitude can be found in Chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Adept feature, a Wizard can cast spells with the Ritual tag in their spellbook as a Ritual without preparing the spell, in addition to following the normal rules of Ritual spells. If a Wizard is
Wizard Is an Abjurer’s Arcane Ward healed only when the ward has 0 Hit Points? The ward regains Hit Points whenever the Abjurer casts an Abjuration spell with a spell slot, not just when the ward has
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
playtest document presents the rules on the Weapon Mastery property, updates to weapons, new and revised spells, several new feats, and five classes: Barbarian, Fighter, Sorcerer, Warlock, and Wizard. You
will also find an updated rules glossary that supercedes the glossary of any previous playtest documents.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Spelljamming Ships This section provides descriptions of various spelljamming vessels and rules that can be used when running encounters aboard them. While using an astral projection spell to traverse the Astral Sea,
Mordenkainen the wizard happens upon a spelljamming ship
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
playtest document presents the rules on the Weapon Mastery property, updates to weapons, new and revised spells, several new feats, and five classes: Barbarian, Fighter, Sorcerer, Warlock, and Wizard. You
will also find an updated rules glossary that supercedes the glossary of any previous playtest documents.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Spelljamming Ships This section provides descriptions of various spelljamming vessels and rules that can be used when running encounters aboard them. While using an astral projection spell to traverse the Astral Sea,
Mordenkainen the wizard happens upon a spelljamming ship
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
playtest document presents updated rules on five classes: Barbarian, Fighter, Sorcerer, Warlock, and Wizard. This document also presents multiple subclasses for each one, revisions to Spells and
Weapons, and a revised version of the Ability Score Improvement feat. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Adept feature, a Wizard can cast spells with the Ritual tag in their spellbook as a Ritual without preparing the spell, in addition to following the normal rules of Ritual spells. If a Wizard is
Wizard Is an Abjurer’s Arcane Ward healed only when the ward has 0 Hit Points? The ward regains Hit Points whenever the Abjurer casts an Abjuration spell with a spell slot, not just when the ward has
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
locomotion have a speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Climb. A creature that has a climbing speed can use all or part of its movement to move on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
locomotion have a speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Climb. A creature that has a climbing speed can use all or part of its movement to move on
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
playtest document presents updated rules on five classes: Barbarian, Fighter, Sorcerer, Warlock, and Wizard. This document also presents multiple subclasses for each one, revisions to Spells and
Weapons, and a revised version of the Ability Score Improvement feat. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Magic Initiate If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic
Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell. If you have spell slots, can you use them to cast the 1st-level spell you learn with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Game In this scene, the characters have the opportunity to play a game of Wizard Gizzard for a prize. A character can participate in the fun in one of the following ways: Play the Game. The rules are
Wizard Gizzard! Characters following the student who invited them to play Wizard Gizzard are led to the main dining room (area E2) of Bow’s End Tavern. Read or paraphrase the following: Along one
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
(Arcane Archer), Warlock (Hexblade Patron), and Wizard (Conjurer, Enchanter, Necromancer, and Transmuter) and new subclasses for the Monk (Tattooed Warrior) and Sorcerer (Ancestral Sorcery). The material uses the rules in the Player's Handbook.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. 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
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. 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->Strixhaven: A Curriculum of Chaos
Game In this scene, the characters have the opportunity to play a game of Wizard Gizzard for a prize. A character can participate in the fun in one of the following ways: Play the Game. The rules are
Wizard Gizzard! Characters following the student who invited them to play Wizard Gizzard are led to the main dining room (area E2) of Bow’s End Tavern. Read or paraphrase the following: Along one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. 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
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. 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->Unearthed Arcana
(Arcane Archer), Warlock (Hexblade Patron), and Wizard (Conjurer, Enchanter, Necromancer, and Transmuter) and new subclasses for the Monk (Tattooed Warrior) and Sorcerer (Ancestral Sorcery). The material uses the rules in the Player's Handbook.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Magic Initiate If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic
Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell. If you have spell slots, can you use them to cast the 1st-level spell you learn with the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mounted Combat A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and
mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.