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Returning 13 results for 'spike cost'.
Other Suggestions:
spike cast
strike cost
space cost
spike core
seize cost
Monsters
Vecna: Eve of Ruin
Bramble Walk. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against
Charisma as the spellcasting ability (spell save DC 17):
At will: Druidcraft
2/day each: Pass without Trace, Spike Growth
1/day: Dispel MagicWhen a dryad fails to protect its wilderness home from a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending
force and athleticism Smash down a door, move a boulder, use a spike to wedge a door shut Dexterity Agility, reflexes, and balance Sneak past a guard, walk along a narrow ledge, wriggle free from chains
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against spells and other
to 0 hit points.
Spellcasting. The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: Druidcraft
2/day each: Pass without Trace, Spike Growth
1/day: Dispel Magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending
force and athleticism Smash down a door, move a boulder, use a spike to wedge a door shut Dexterity Agility, reflexes, and balance Sneak past a guard, walk along a narrow ledge, wriggle free from chains
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against spells and other
to 0 hit points.
Spellcasting. The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: Druidcraft
2/day each: Pass without Trace, Spike Growth
1/day: Dispel Magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
here in alphabetical order, with an item’s price appearing after its name. Adventuring Gear Item Weight Cost Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50
Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP Bullets, Firearm 10 Pouch 2 lb. 3 GP Bullets, Sling 20 Pouch 1½ lb. 4 CP Needles 50 Pouch 1 lb. 1 GP Antitoxin (50 GP) As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
after its name. Adventuring Gear Item Weight Cost Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50 GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings
lists the item that is typically used to store each type; storage must be bought separately. Ammunition Type Amount Storage Weight Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
after its name. Adventuring Gear Item Weight Cost Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50 GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings
lists the item that is typically used to store each type; storage must be bought separately. Ammunition Type Amount Storage Weight Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
here in alphabetical order, with an item’s price appearing after its name. Adventuring Gear Item Weight Cost Acid 1 lb. 25 GP Alchemist’s Fire 1 lb. 50 GP Ammunition Varies Varies Antitoxin — 50
Cost Arrows 20 Quiver 1 lb. 1 GP Bolts 20 Case 1½ lb. 1 GP Bullets, Firearm 10 Pouch 2 lb. 3 GP Bullets, Sling 20 Pouch 1½ lb. 4 CP Needles 50 Pouch 1 lb. 1 GP Antitoxin (50 GP) As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Other Adventuring Gear Item Cost Weight Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb. Antitoxin (vial) 50 gp - Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1
, except for those components that have a specific cost (as indicated in a spell's description). Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Other Adventuring Gear Item Cost Weight Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb. Antitoxin (vial) 50 gp - Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1
, except for those components that have a specific cost (as indicated in a spell's description). Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Adventuring Gear This section describes items that have special rules or require further explanation. Ammunition Item
Cost
Weight
Arrows (20)
1 gp
1 lb.
Blowgun needles (50)
1 gp
1
lb.
Crossbow bolts (20)
1 gp
1 ½ lb.
Sling bullets (20)
4 cp
1 ½ lb.
Spellcasting Focus Item
Cost
Weight
Arcane Focus
Crystal
10 gp
1 lb.
Orb
20 gp
3 lb.
Rod
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Adventuring Gear This section describes items that have special rules or require further explanation. Ammunition Item
Cost
Weight
Arrows (20)
1 gp
1 lb.
Blowgun needles (50)
1 gp
1
lb.
Crossbow bolts (20)
1 gp
1 ½ lb.
Sling bullets (20)
4 cp
1 ½ lb.
Spellcasting Focus Item
Cost
Weight
Arcane Focus
Crystal
10 gp
1 lb.
Orb
20 gp
3 lb.
Rod