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Returning 35 results for 'gifted climbing location'.
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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
The Book of Many Things
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
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
Portable Hole
Legacy
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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.
feats
, these gifted few have the ability to communicate with fire-aspected creatures and have power over flames. Tenders guide the flamewoken in honing their talents in service of nature and many flamewoken
can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
Rod of Lordly Might
Legacy
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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
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out
2
A monster
3
A lost civilization
4
A wizard’s secrets
5
A mundane item
6
A magic item
7
A location
8
A legend or tale
Tabaxi Quirks
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Location Overview Dumathoin’s Gulch is a narrow canyon in the Sword Mountains, carved into the earth by a small but powerful stream that runs into the Mere of Dead Men. The gulch is named for the
dwarven god of mining and protector of the dead, and the place has mysterious powers of its own that lead most to avoid it. This location is where the gnomes of Gnomengarde agree to meet the party and
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->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->Keys from the Golden Vault
Skalderang Conservatory When the characters are close enough to see the conservatory, describe the location as follows: You recognize Skalderang Conservatory at once: a brooding keep surrounded by
the main road, someone has posted a plain wooden sign that reads as follows:
“Skalderang Conservatory—School for the Musically Gifted. No Tours! No Solicitors! No Amateurs!”
The earth throughout
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->Waterdeep: Dungeon of the Mad Mage
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
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
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
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sign that Tharizdun had gifted it with the task of nurturing the kraken until it was fully grown. Sgothgah knew the kraken could never be raised to maturity in the Endless Nadir — even in Sgothgah’s
the aboleth found a perfect location to hide the kraken — a sunken temple to the west of the district, known to the locals as Landgrave’s Folly. Sgothgah quickly established mind control over a local
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Approaching the Canyon Billowing clouds of mist lightly obscure Deadstone Cleft, the location of which is ultimately betrayed by the moaning wind that passes through it — a haunting dirge that can be
option of climbing down into the jagged rift at a point of their choosing. The sounds of their descent are muffled by the wind.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighborhoods While most outsiders see only rampant luxury among the Upper City’s streets, the district’s residents perceive a wide spectrum of style and status. Wealth and taste as much as location
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Neighborhoods While most outsiders see only rampant luxury among the Upper City’s streets, the district’s residents perceive a wide spectrum of style and status. Wealth and taste as much as location
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
different plane of existence, 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 take a Magic action to close a
gate originates 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (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->Dungeon Master’s Guide
different plane of existence, 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 take a Magic action to close a
gate originates 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.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
fall into the boiling mud. Location Damage DC Adjacent to geyser 27 (5d10) fire damage 14 One disk away 22 (4d10) fire damage 13 Two disks away 16 (3d10) fire damage 12 Three disks away 11 (2d10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
floor. The shingled rooftop is high-pitched, covered with moss, and too slippery to climb without magic or climbing gear. Doors and Trapdoors. All doors in the cottage are closed but unlocked, except for
without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottage’s walls
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
Climbing the mesa reveals that its steps aren’t concentric circles but the bands of a
by overhearing any sound or conversation occurring within the previous tenday in the city above or in the Whorlstone Tunnels. This can include discovering Droki’s current location by following his
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->Tasha’s Cauldron of Everything
, and you’ve inherited some of their curse. 2 You are descended from an archdruid and inherited the ability to partially change shape. 3 A fey spirit gifted you with the ability to adopt different bestial
gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. When you jump, you can make a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
same time as one of the other great arcane talents of the City of Spiders, Gromph Baenre. A scion of the First House and as gifted a schemer as he is a mage, Gromph engineered Vizeran’s disgrace and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters enter the dunes, use the map to keep track of their location. Assume that the party lands at the southernmost tip of the dunes (in the square south of the number 12) unless the characters
wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
rod assumes or remains in its normal form and 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stout vines, so climbing into or out of the grotto is easy and automatically successful. The bones are the remains of Ormalagos, an adult green dragon better known during her lifetime as Needle. She used
this grotto as a lair but feared Batiri goblins had sniffed out its location and were getting ready to raid it. Needle was in the process of moving her treasure to other locations when the goblins






