Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'conceal within rope'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        cancel within roll
                                    
                                
                                    
                                        conceal within race
                                    
                                
                                    
                                        cancel within rare
                                    
                                
                                    
                                        conceal within roll
                                    
                                
                                    
                                        concealed within roll
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
                                                
                                            
                                                
                                                     Hells.
Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.
Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
                                                
                                            
                                                
                                                    . The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
                                                
                                            
                                                
                                                    )
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose
                                                
                                            
                                                
                                                     raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
                                                
                                            
                                                
                                                     the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
                                                
                                            
                                                
                                                    ) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     AttacksCommand Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller
                                                
                                            
                                                
                                                     creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage.
Unsettling Visage (Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or
                                                
                                            
                                                
                                                     be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Changelings are a humanoid race of shapechangers who conceal
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                     Kilgore is a member of the Uthgardt Elk Tribe, and her strength and scowl conceal a generous heart. She’s a woman of few words who lets her actions (and punches) speak for her. A fearsome combatant
                                                
                                            
                                                
                                                     a fight.Lightning (granted by darksteel greataxe)Wrestle. Holga shoves a creature within 5 feet of herself. That creature must succeed on a DC 15 Strength saving throw or be moved 5 feet into an unoccupied space of Holga’s choice.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , Two-Person;tent
5 ♣️
Rope, Silk (50 feet);50 feet of coiled silk rope
6 ♣️
Two crowbar;crowbars
7 ♣️
Healer's kit;Healer's kit
8 ♣️
Eight gems worth 5
                                                
                                            
                                                
                                                     each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the
                                                
                                            
                                                
                                                     fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom
                                                
                                            
                                                
                                                    ", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     difficult surfaces, including upside down on ceilings, without needing to make an ability check.Smother. One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity
                                                
                                            
                                                
                                                     territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
                                                
                                            
                                                
                                                    . The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
                                                
                                            
                                                
                                                     within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Gaze of Corruption", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
                                                
                                            
                                                
                                                     made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
                                                
                                            
                                                
                                                     (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    .
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A
                                                
                                            
                                                
                                                     (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6);{"diceNotation":"9d6", "rollType
                                                
                                            
                                                
                                                     illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                    , allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
                                                
                                            
                                        
                                                    Rope of Entanglement
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20
                                                
                                            
                                                
                                                     the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points
                                                
                                            
                                        
                                                    Korred
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large
                                                
                                            
                                                
                                                     or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained
                                                
                                            
                                        
                                                    Robe of Useful Items
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , Steel;Steel mirror
Pole (10-foot);10-foot pole
Rope, Hempen (50 feet);Hempen rope (50 feet, coiled)
Sack
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines
                                                
                                            
                                                
                                                     (10 foot);Wooden ladder (24 feet long)
45-51
A riding horse with saddlebags;saddle bags
52-59
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
                                                
                                            
                                        
                                                    Creation
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
                                                
                                            
                                        
                                                     Backgrounds
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     otherwise. The metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in your academic pursuits.
 
Skill Proficiencies: Intimidation
                                                
                                            
                                                
                                                     gain the Strixhaven Initiate feat and must choose Silverquill within it.
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the
                                                
                                            
                                        
                                                    Fabricate
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose
                                                
                                            
                                                
                                                     raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw
                                                
                                            
                                        
                                                     Feats
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as
                                                
                                            
                                                
                                                     casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten tomes or
                                                
                                            
                                                
                                                     finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten
                                                
                                            
                                                
                                                     creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
                                                
                                            
                                                
                                                     attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
                                                
                                            
                                                
                                                     a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8);{"diceNotation
                                                
                                            
                                        






