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Returning 28 results for 'presented aren and his climbing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
Monsters
Mythic Odysseys of Theros
—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren’t aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to
others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the
, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are
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
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Hoard Item Descriptions Hoard items are presented here in alphabetical order. A hoard item’s rarity changes depending on its current state, as shown in each item description. Dragon’s Wrath Weapon
the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Hoard Item Descriptions Hoard items are presented here in alphabetical order. A hoard item’s rarity changes depending on its current state, as shown in each item description. Dragon’s Wrath Weapon
the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit’s smooth walls. (You can make the pit easier to escape by adding cracks in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit’s smooth walls. (You can make the pit easier to escape by adding cracks in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit’s smooth walls. (You can make the pit easier to escape by adding cracks in the walls big
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit’s smooth walls. (You can make the pit easier to escape by adding cracks in the walls big
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
what happens. The orrery and its six components are presented in appendix D, and the powers of these relics are significant. But the fact that the orrery is an artifact in a some-assembly-required state
the Tresendar Manor dungeons. Splugoth wanted creatures with keen scent to make another attempt at locating any franchise dead. Treasure. Hamebi’s satchel holds 50 gp and a potion of climbing. Searching
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
what happens. The orrery and its six components are presented in appendix D, and the powers of these relics are significant. But the fact that the orrery is an artifact in a some-assembly-required state
the Tresendar Manor dungeons. Splugoth wanted creatures with keen scent to make another attempt at locating any franchise dead. Treasure. Hamebi’s satchel holds 50 gp and a potion of climbing. Searching
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, glinting under the purple glow of a nearby street lamp.
The stone well is 100 feet deep and lined with slippery ice and frost, making it impossible to negotiate without climbing gear or magic
climbing speed of 30 feet. The monster shudders awake if a light source penetrates more than 80 feet into the well, or if a creature sitting on one of the benches awakens it (see below). Meditation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, glinting under the purple glow of a nearby street lamp.
The stone well is 100 feet deep and lined with slippery ice and frost, making it impossible to negotiate without climbing gear or magic
climbing speed of 30 feet. The monster shudders awake if a light source penetrates more than 80 feet into the well, or if a creature sitting on one of the benches awakens it (see below). Meditation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
stop prepared instead of power word kill. His list of prepared spells is otherwise the same as the lich presented in the Monster Manual.) If the characters recognize Renwick (perhaps from the stories
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
stop prepared instead of power word kill. His list of prepared spells is otherwise the same as the lich presented in the Monster Manual.) If the characters recognize Renwick (perhaps from the stories
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
the worktable in the junk room (area B16) descends 20 feet to this room’s floor. The rope is tied with several knots to make climbing easy. This vaulted chamber is coated with slick mucus and smells of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
the worktable in the junk room (area B16) descends 20 feet to this room’s floor. The rope is tied with several knots to make climbing easy. This vaulted chamber is coated with slick mucus and smells of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Spell Descriptions The spells are presented in alphabetical order. Arboreal Curse Level 7 Transmutation (Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cup of sap)
Duration
by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. When the spell ends, the target floats gently to