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Returning 35 results for 'higher rope'.
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Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
Adamantine or mithral
1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Creation
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Spells
Basic Rules (2014)
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
rope line that stretches between the two rooftops; each foot of rope line costs 2 feet of movement. 2 You come to a rooftop that’s 10 feet higher than the one you’re on. Make a DC 10 Strength
or higher (each foot you clear costs 1 foot of movement), and you must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone on the far rooftop. Or you can cross the gap using a 10-foot-long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
rope line that stretches between the two rooftops; each foot of rope line costs 2 feet of movement. 2 You come to a rooftop that’s 10 feet higher than the one you’re on. Make a DC 10 Strength
or higher (each foot you clear costs 1 foot of movement), and you must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone on the far rooftop. Or you can cross the gap using a 10-foot-long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
— predictably — atop the mast, 40 feet above the main deck. Access to it is provided by a rope ladder whose lower end drops near the hatch on the main deck. The crow’s nest is an open, wooden platform
, 10 feet square with 3-foot-high wooden walls. Opening a 2-foot-square hatch in the floor lets out the rope ladder that descends to the main deck. A single crew member (bandit) occupies this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
— predictably — atop the mast, 40 feet above the main deck. Access to it is provided by a rope ladder whose lower end drops near the hatch on the main deck. The crow’s nest is an open, wooden platform
, 10 feet square with 3-foot-high wooden walls. Opening a 2-foot-square hatch in the floor lets out the rope ladder that descends to the main deck. A single crew member (bandit) occupies this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
30 GP, 50 feet of rope, five torches, and a Potion of Healing. Potion of Healing. A Potion of Healing is a small vial with shimmering red magical liquid inside. If a character drinks the liquid, it
restores 2d4 + 2 Hit Points to the character. These Hit Points are added to the character’s current Hit Points. A character’s Hit Point value cannot be higher than their Hit Point Maximum. Advantage and
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
30 GP, 50 feet of rope, five torches, and a Potion of Healing. Potion of Healing. A Potion of Healing is a small vial with shimmering red magical liquid inside. If a character drinks the liquid, it
restores 2d4 + 2 Hit Points to the character. These Hit Points are added to the character’s current Hit Points. A character’s Hit Point value cannot be higher than their Hit Point Maximum. Advantage and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) tracks lead to area M2, and from there to area M3. M2. Gem Deposits The floor in the east end of this dusty cave is five feet higher than in the west end, with a rocky ridge separating the two areas
into the Underdark. Such a fall is fatal. M4. Processing Room The floor of the western tunnel from area M1 is 7 feet higher than the floor of the cavern it leads to. The ledge can be easily climbed in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) tracks lead to area M2, and from there to area M3. M2. Gem Deposits The floor in the east end of this dusty cave is five feet higher than in the west end, with a rocky ridge separating the two areas
into the Underdark. Such a fall is fatal. M4. Processing Room The floor of the western tunnel from area M1 is 7 feet higher than the floor of the cavern it leads to. The ledge can be easily climbed in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. A waterproof satchel hangs
from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It’s not visible from above the water, but can be found with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a hidden passageway to area 1. Anyone with a passive Wisdom (Perception) score of 15 or higher notices the passage. Anyone actively searching the rubble must succeed on a DC 10 Wisdom (Perception
) check to find it. Treasure Within the cave, four zurkhwood boxes hold a 50-foot length of spider-silk rope, four flasks of oil, twenty pounds of rancid food, a pile of moldy blankets, six maces and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
fire (side to side, as well as up and down). The gun comes with a winch, a 500-foot coil of rope, and ten steel-tipped harpoons. Although it fires harpoons instead of bolts, the gun is considered a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. A waterproof satchel hangs
from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It’s not visible from above the water, but can be found with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
fire (side to side, as well as up and down). The gun comes with a winch, a 500-foot coil of rope, and ten steel-tipped harpoons. Although it fires harpoons instead of bolts, the gun is considered a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a hidden passageway to area 1. Anyone with a passive Wisdom (Perception) score of 15 or higher notices the passage. Anyone actively searching the rubble must succeed on a DC 10 Wisdom (Perception
) check to find it. Treasure Within the cave, four zurkhwood boxes hold a 50-foot length of spider-silk rope, four flasks of oil, twenty pounds of rancid food, a pile of moldy blankets, six maces and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters who have a passive Wisdom (Perception) score of 20 or higher, or who pass through the waterfall to see what’s behind it, find a ledge about 100 feet from the ground. Upon the ledge rests an elf
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters who have a passive Wisdom (Perception) score of 20 or higher, or who pass through the waterfall to see what’s behind it, find a ledge about 100 feet from the ground. Upon the ledge rests an elf
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
15–18 3d4 skeletons 19–20 1d3 minotaur skeleton Cliff and Ladder A cliff 2d4 × 10 feet high blocks the party’s passage, but a rolled-up rope ladder is visible at the top. If someone can climb the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
15–18 3d4 skeletons 19–20 1d3 minotaur skeleton Cliff and Ladder A cliff 2d4 × 10 feet high blocks the party’s passage, but a rolled-up rope ladder is visible at the top. If someone can climb the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Cavern Ledges within this cavern overlook a pool of black liquid twenty feet below. At the center of the cave, an island supports an ancient, bare tree. Rope bridges connect this island to the ledge at the
vulnerable—such as when they’re crossing the rope bridges. Rope Bridge. The rope bridge to area C5 looks ancient and fragile. It has AC 10, hp 14, and immunity to poison and psychic damage. Secret Door
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Cavern Ledges within this cavern overlook a pool of black liquid twenty feet below. At the center of the cave, an island supports an ancient, bare tree. Rope bridges connect this island to the ledge at the
vulnerable—such as when they’re crossing the rope bridges. Rope Bridge. The rope bridge to area C5 looks ancient and fragile. It has AC 10, hp 14, and immunity to poison and psychic damage. Secret Door
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you
artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in
have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you
artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of
. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the