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                        Returning 35 results for 'giving 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
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
                                                
                                            
                                                
                                                     called the Orrery of Tragedies clicks and turns day and night, giving Endelyn glimpses of her terrible fate.
Alignment. Neutral evil.
Personality Trait. “I have foreseen not only this moment but
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
                                                
                                            
                                                
                                                    , like warhorse skeleton;warhorse skeletons or nightmare;nightmares.
Headless Hunts
Dullahans are known for seeking their lost heads, giving rise to regional legends of headless hunters and endless
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
                                                
                                            
                                                
                                                     failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
                                                
                                            
                                                
                                                     can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
                                                
                                            
                                                
                                                     can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Monster Manual, but the quaggoth is a humanoid predator with a climbing speed. You could borrow the quaggoth stat block for your new monster, changing nothing but the creature’s name. You can also
                                                
                                            
                                                
                                                     hybrid by giving the normal goblin the Spider Climb special trait, turn an ordinary troll into a two-headed troll by giving it the Two Heads special trait, or turn an owlbear into a flying owlbear by giving it wings and a giant owl’s flying speed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
                                                
                                            
                                                
                                                     into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won’t break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     could deal lightning damage instead of fire, for example. One capability can replace another, so a potion of climbing can easily become a potion of stealth.
 You can also modify an item by fusing it
                                                
                                            
                                                
                                                     powerful (and probably increases its rarity), but it won’t break your game.
 
 Finally, remember the tools that are provided for modifying items in chapter 7, "Treasure." Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.
                                                
                                            
                                        
                                                     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->Dragon Delves
                                                    
                                                
                                            
                                                     giving a small group additional resources, as explained in the Dungeon Master’s Guide. Each of the adventures can take place in any world you choose, as long as the location has the basic elements listed at the beginning of each adventure.
                                                
                                            
                                        
                                                     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->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview Five miles south of Conyberry is a shrine dedicated to Savras, god of divination and fate. Many years ago, the shrine’s priest-seers foresaw a barbarian attack on Conyberry, giving
                                                
                                            
                                        
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     characters make themselves known to Mordenkainen’s simulacrum, he demands to know their reasons for visiting. The archmage doesn’t know the location of the Bleeding Citadel, nor does he care to find it
                                                
                                            
                                                
                                                    . Even so, he claims that “balance will be maintained in the universe” by giving the characters directions to a lesser mage who also studies the workings of magic in Avernus — specifically, a “mage of no
                                                
                                            
                                        
                                                     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->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     specific starting point and endpoint. A good way to get around this restriction is to create an adventure with multiple possible endings. Location-based adventures also work well with this format. A
                                                
                                            
                                                
                                                     dungeon presents a natural limit on character options, while still giving the players choices. The adventure could be a quest to defeat a creature or recover an item, but the path to achieving that goal
                                                
                                            
                                        
                                                     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->Storm King's Thunder
                                                    
                                                
                                            
                                                     begins, make photocopies of the six NPCs corresponding to the location you’ve chosen. These NPCs are gathered in appendix D. Each NPC comes with a brief description, personality traits (a bond, an
                                                
                                            
                                                
                                                    , give one NPC to each player and put the extra NPCs aside. These leftover NPCs don’t participate in the battle. After giving out the NPCs, read the following explanatory text to the players: In addition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    ’ long-term entrapment. Back to the Outlands Once the characters agree to aid R04M, they’ll need to find a way to reach Gzemnid’s Realm. R04M shares the location of the portal he originally used to
                                                
                                            
                                                
                                                     escape into Sigil. This portal’s location is up to you. Use this opportunity to return to a favorite site in the adventure or to help characters acclimate to their new powers. The R04M’s Portal table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the reclaimed parts of Blingdenstone. Svirfneblin in the outskirts are more curt with strangers, and a few might even try to steal from them. Taskmasters at each location are now feeling themselves
                                                
                                            
                                                
                                                     the settlement. If left outside, Glabbagool might eventually find its way in through the wererat warrens, giving the characters insight into how the other oozes are getting in, or appearing in the nick of time to help the characters if they find themselves in peril.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    : The skeleton key is unaligned. It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It wields a pair of
                                                
                                            
                                                
                                                     shapes match the keyholes of the skeleton gate in the lair of the Sewn Sisters (area 71). The Skeleton Keys table summarizes the location and shape of each key. Finding a Skeleton Key. Each of the first
                                                
                                            
                                        






