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Returning 35 results for 'rules rock'.
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magic-items
Appearance This hammer has a broad flat head, and the back of the hammer is pointed into a triangular edge.
Rules In addition to its use as a weapon, this item can be used as a tool to efficiently extract resources from rock.
magic-items
Appearance This hammer has a broad flat head, and the back of the hammer is pointed into a triangular edge.
Rules In addition to its use as a weapon, this item can be used as a tool to efficiently extract resources from rock.
magic-items
Appearance This hammer has a broad flat head, and the back of the hammer is pointed into a triangular edge.
Rules In addition to its use as a weapon, this item can be used as a tool to efficiently extract resources from rock.
magic-items
Appearance This worn pick is rusted and corroding, but still maintains a sharp point.
Rules +3 weapon. While wielding this weapon, you gain a burrowing speed of 5 ft. Additionally, you have Advantage on attacks against creatures made of rock or stone.
magic-items
Appearance This hammer has a broad flat head, and the back of the hammer is pointed into a triangular edge.
Rules In addition to its use as a weapon, this item can be used as a tool to efficiently extract resources from rock.
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A tiny shard of iridescent rock that sparkles when in moonlight. When it comes into contact with a creature’s integument (skin/scales/feathers/hair/etc.), it sparks and sizzles as it
dissolves into them.
Rules If this mineral touches a creature’s exposed body, it is destroyed. The DM then rolls on the Minor Mutation Table (see Mesozoic Reptiles in Your World) for that
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
magic-items
Appearance A metal trumpet-like gun with a wide nozzle and bespoke wooden handle.
Rules This weapon can be loaded with any type of ammunition, or alternatively pebbles, scrap, or any cluster of
small items you desire. However, its range becomes 60 ft. if you do so. Additionally, a DM can alter the damage type of this weapon to match what it is loaded with (i.e. putting a large rock in could change the damage to Bludgeoning, or icicles could change it to Cold damage).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
Backgrounds
Spelljammer: Adventures in Space
You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
races
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
races
Spelljammer: Adventures in Space
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see Speed in the Basic Rules. All creatures have a walking speed; those that have no form of ground
of its movement to move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Fly. A creature that has a flying speed can use all
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
void that surrounds each of the worlds of the Material Plane: Chapter 1 contains new material for players, including two backgrounds and six race options. Chapter 2 gives players and DMs rules for
the Rock of Bral, a city built on an asteroid, which you can use as a port of call or a campaign hub. You can situate it anywhere in Wildspace or the Astral Sea.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
in nearby chambers. Stalagmites. These upthrust spires of rock can provide cover (see “Cover” in the Basic Rules). Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow
otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source. Rubble. Areas of crumbling rock and gravel are difficult terrain (see “Difficult Terrain” in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing
movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; those that have no form of ground-based
move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. A creature that has a climbing speed can use all or part of its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
Level 8 Among the rock formations is a standing gate (see “Gates”) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cyclopes chatting idly with each other. When the cyclopes notice the characters, they exchange a few unheard words, then play some sort of game analogous to rock/paper/scissors. One loses, and both
questions but explain the rules of their game: the characters’ boulder must fly farther than the cyclops’s. How the characters accomplish this is unimportant to the cyclopes, but the boulder can’t be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cyclopes chatting idly with each other. When the cyclopes notice the characters, they exchange a few unheard words, then play some sort of game analogous to rock/paper/scissors. One loses, and both
questions but explain the rules of their game: the characters’ boulder must fly farther than the cyclops’s. How the characters accomplish this is unimportant to the cyclopes, but the boulder can’t be
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The kruthik makes two stab attacks or two spike attacks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resemble Halaster (see “Stonecloaks”) stand east of the two columns of rock that support the 20-foot-high ceiling of this otherwise empty cave. Characters who enter the area through the northwest tunnel
can’t see the golems right away because the rock columns provide total cover. The golems are hostile toward any creature that doesn’t look like Halaster. A character disguised as Halaster can make a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, the dwarves offer to split what they find with characters who help them. TEMPLE FEATURES
The temple (areas E4 through area E11) is smoothly hewn from solid rock. The following features are common
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Heart of the Mountain The Melairkyn dwarves carved this 20-foot-high room out of the rock at the point they believed was the heart of their subterranean realm. The features of this room are as
(see “Gates”). Its rules are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 11th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Roper Tentacled Subterranean Trapper Habitat: Underdark; Treasure: Any Brian Valeza
Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures
slime*. 7 Pools of magma or boiling water. 8 Razorvine* or similar dangerous plants. *See the Dungeon Master’s Guide. Rule 9: Never trust a stalagmite.
—X the Mystic’s
Rules of Dungeon Survival