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                        Returning 35 results for 'gem climbing location'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
                                                
                                            
                                                
                                                     where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
                                                
                                            
                                                
                                                     magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
                                                
                                            
                                                
                                                     you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    This diamond contains the blood of a creature — blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the
                                                
                                            
                                                
                                                     creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to your location. The creature is either the
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
                                                
                                            
                                                
                                                     additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     immediately after Auril in the initiative order and obeys her commands.
Ice Stasis (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Ice Stasis"}. Auril magically creates a gem-sized
                                                
                                            
                                                
                                                     to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
Donjon*
14
Door
15
Dragon
16
Elemental
17
Euryale*
18
Expert
19
Fates*
20
Fey
21
Fiend
22
Flames*
23
Fool*
24
Gem*
25
Giant
26
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Earth Walk. Seodra can move across difficult terrain made of stone without expending extra movement.
Treasure Sense. Seodra can pinpoint, by scent, the location of precious metals and stones, such as
                                                
                                            
                                                
                                                     such masterpiece artifacts as Queen Ehlissa's Marvelous Nightingale. Seodra accompanied Mack Francache and his thieves to the temple, as her expertise was needed to steal the gem eyes of the great
                                                
                                            
                                        
                                                    Portable Hole
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
                                                
                                            
                                                
                                                     one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                    Tabaxi
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
                                                
                                            
                                                
                                                     for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once
                                                
                                            
                                        
                                                    Rod of Lordly Might
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
                                                
                                            
                                                
                                                     indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Star
Two of diamonds
Comet*
Ace of hearts
The Fates*
King of hearts
Throne
Queen of hearts
Key
Jack of hearts
Knight
Two of hearts
Gem*
Ace of clubs
Talons
                                                
                                            
                                                
                                                     you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     appear. The ritual can’t be completed if the statue is destroyed or the magic gem is removed. If the characters discern or divine the gem’s location with the aid of magic, they can try to dig the gem
                                                
                                            
                                                
                                                    ). Planted in the “heart” of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard (chapter 12). The statue has AC 10, 50 hit points, and immunity to poison and psychic damage. If the
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    
Star
Two of diamonds
Comet
Ace of hearts
The Fates
King of hearts
Throne
Queen of hearts
Key
Jack of hearts
Knight
Two of hearts
Gem
Ace of clubs
Talons
                                                
                                            
                                                
                                                    , counting both draws as one of your declared draws.
Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Major Items, Uncommon  Item Type Attune?   Adamantine armor Armor No Amulet of proof against detection and location Wondrous item Yes Bag of tricks Wondrous item No Boots of elvenkind Wondrous item
                                                
                                            
                                                
                                                     charming Wondrous item Yes Eyes of the eagle Wondrous item Yes Figurine of wondrous power (silver raven) Wondrous item No Gauntlets of ogre power Wondrous item Yes Gem of brightness Wondrous item No Gloves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     mephits and lava children on this level). 4 The ember becomes an elemental gem (fire). 5 The ember becomes a diamond worth 5,000 gp. 6 The ember becomes a tiny iron key that unlocks the jaws of the
                                                
                                            
                                                
                                                     out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to
                                                
                                            
                                                
                                                     your location. The creature is either the one whose blood is in the item or a blood relative. This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No   Replicable Items (6th-Level Artificer)   Magic Item Attunement   Boots of elvenkind No
                                                
                                            
                                                
                                                     ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation Yes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     of climbing  No 
   Sending stones  No 
   Wand of magic detection  No 
   Wand of secrets  No 
   Replicable Items (6th-Level Artificer)    Magic Item Attunement 
     Boots of elvenkind  No
                                                
                                            
                                                
                                                     swimming and climbing  Yes 
   Hat of disguise  Yes 
   Headband of intellect  Yes 
   Helm of telepathy  Yes 
   Medallion of thoughts  Yes 
   Periapt of wound closure  Yes 
   Pipes of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival Characters coming from the Woodland Manse approach the Circle of Thunder from the south. Describe the location to the players as follows: Ominous storm clouds gather in the sky as you
                                                
                                            
                                                
                                                     capering creatures.
 The standing stones and the dancing figures are described in area C1. Characters who circle the hill before climbing it spot three caves (areas C2, area C3, and area C4) near the hilltop.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No   Replicable Items (6th-Level Artificer)   Magic Item Attunement   Boots of elvenkind
                                                
                                            
                                                
                                                     of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Elemental gem Wondrous item No Eyes of minute seeing Wondrous item No Goggles of night Wondrous item No Helm of comprehending languages Wondrous item No Immovable rod Rod No Keoghtom’s ointment
                                                
                                            
                                                
                                                     resistance Potion No Potion of water breathing Potion No Ring of swimming Ring No Robe of useful items Wondrous item No Rope of climbing Wondrous item No Saddle of the cavalier Wondrous item No Sending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
                                                
                                            
                                                
                                                     against Detection and Location 02 Baba Yaga’s Dancing Broom 03–05 Bag of Holding 06–07 Bag of Tricks 08 Brooch of Shielding 09 Broom of Flying 10 Cap of Water Breathing 11 Circlet of Blasting 12–13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival A stream leads the characters to a pool fed by a waterfall that tumbles down the mountainside. Describe Gnomengarde’s location to the players as follows: You follow a stream uphill to the
                                                
                                            
                                                
                                                     this place.
 Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     height of 10 feet, such that all five gemstones face inward. Each of the remaining three pillars, in the west side of the room, bears an empty indentation where a similar gem is meant to be placed. The
                                                
                                            
                                                
                                                     the pillars or starts its turn there is teleported to a similar location in area 7, along with anything it is wearing or carrying. The sapphires can be pried from their fixtures, but removing even one of them deactivates the pillars. Treasure The yellow sapphires are worth 1,000 gp each.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
                                                
                                            
                                                
                                                     location by another teleport trap appears 30 feet above the lava and immediately plunges into it unless the creature has some way to stop the fall. (Remember that spells and magic items that allow creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
                                                
                                            
                                                
                                                    . Frost covers the floors, walls, ceilings, and furnishings everywhere except for area 7. The frost makes climbing the walls impossible without climbing gear or magic.
 Illumination. Interior areas are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     hungry xorn. Ghuldur grasps the rope from which she hangs and is threatening to feed her to the xorn unless she divulges the location of the gem she stole from Krimgol. Yantha Coaxrock. Yantha is the
                                                
                                            
                                                
                                                     Mantol-Derith’s duergar chief negotiator, Ghuldur Flagonfist. When the svirfneblin mage refused to return the stolen gem, Flagonfist sent invisible duergar to the svirfneblin enclave to capture her and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    . Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the soul gem. You draw no more cards.
                                                
                                            
                                                
                                                     DM’s determination) becomes your enemy. The artificer seeks your ruin, savoring your suffering before attempting to slay you. Gem. One of the 1,000 gp gems shaped by Seodra the gemsmith (see area 18a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     course, spy on their counterparts in the other enclaves. The arrival of Fraz-Urb’luu has upset the balance of power in Mantol-Derith (see “Fraz-Urb’luu’s Gem”), resulting in open conflict between the
                                                
                                            
                                                
                                                     Zhentarim neighbors. However, a delusional drow assassin threatens to turn the drow and Zhentarim enclaves against one another. The location of Mantol-Derith is a well-guarded secret, and the influence and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
                                                
                                            
                                                
                                                     originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     needing to make an ability check.
 Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
 Web Walker. The swarm ignores
                                                
                                            
                                                
                                                     movement restrictions caused by webbing.
 Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
 Swarm of Insects
 Medium swarm of Tiny beasts
                                                
                                            
                                        






