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Returning 35 results for 'Slippers of Spider Climbing'.
Other Suggestions: slippers of spies climbing slippers of side climbing slippery of spies climbing slippers of spies claiming
Slippers of Spider Climbing
Magic Items
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking
speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Slippers of Spider Climbing
Compendium - Sources->Basic Rules
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Shield, +1, +2, or +3
Compendium - Sources->Dungeon Master’s Guide
made against a target within 10 feet of you, the curse causes you to become the target instead. Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. Top to Bottom: Slippers of Spider Climbing, Shieldof Missile Attraction, and Spellguard Shield
Silken Spite
Magic Items
The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.Sentience.Silken Spite is a
, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can’t be caught in webs
Conclusion
Compendium - Sources->Prisoner 13
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Conclusion
Compendium - Sources->Keys from the Golden Vault
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Replicate Magic Item
Compendium - Sources->Wayfinder's Guide to Eberron
sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Slippers of spider climbing Yes Ventilating lungs (detailed in chapter 5) Yes Winged
of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Replicate Magic Item
Compendium - Sources->Tasha’s Cauldron of Everything
Periapt of wound closure Yes Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Slippers of spider climbing Yes Winged boots Yes Replicable Items (14th-Level
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
Replicate Magic Item
Compendium - Sources->Eberron: Rising from the Last War
Yes Periapt of wound closure Yes Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Slippers of spider climbing Yes Ventilating lungs (detailed in chapter 5
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
Major Items, Uncommon
Compendium - Sources->Xanathar's Guide to Everything
Yes Ring of warmth Ring Yes Ring of water walking Ring No Rod of the pact keeper, +1 Rod Yes (warlock) Sentinel shield Armor No Shield, +1 Armor No Slippers of spider climbing Wondrous item Yes Staff of
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
Theran Chimera
Monsters
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
Spider Climb
Compendium - Sources->Player's Handbook
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Spider Climb
Compendium - Sources->Basic Rules
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Stage 4: Revenge for the “C” Team
Compendium - Sources->Acquisitions Incorporated
gifts a pair of slippers of spider climbingto the party. The characters then feel themselves being pulled away, back to the default inn of stage 1. After Stage Four The “C” Team members do not accompany
Sedgemoor
Compendium - Sources->Strixhaven: A Curriculum of Chaos
Sedgemoor Encompassing Witherbloom College’s campus, Sedgemoor is a wild bayou known for the range of strange creatures that call it home. It is also a rich source of fungi, herbs, spider silk, and
slippery and unstable surfaces mean that climbing onto a stump without falling requires a successful DC 15 Strength (Athletics) check as part of the move.
Compendium - Sources->The Wild Beyond the Witchlight
). Feather fall, spider climb, and similar spells also enable characters to reach the ground safely. Any character who tries to climb a pillar without using handholds, footholds, climbing gear, or magic must succeed on a DC 13 Strength (Athletics) check or fall, taking damage as normal.
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
9. Ice Spider Tunnels
Compendium - Sources->Storm King's Thunder
. Treasure. Lying next to the ice spider eggs is a frozen potion of climbing and a warhammer with a sapphire (worth 1,000 gp) set into the end of its haft. The potion must be thawed before it can be
9. Ice Spider Tunnels Harshnag doesn’t know about these tunnels and caves, which were formed by earth tremors and aren’t part of the dungeon’s original construction. In recent years, they have become
S7. Main Hall and Belfry
Compendium - Sources->Dragon of Icespire Peak
belfry. No rope hangs from the bell, which appears to be made of untarnished copper. The belfry can be reached from outside by climbing the outer walls and rooftop, which requires a successful DC 15
Strength (Athletics) check. Characters can reach the belfry from inside using magic such as a spider climb or fly spell. Treasure. Close examination of the bell reveals that it’s thin sides are solid
Dhampir Traits
Compendium - Sources->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
12. Guarded Caves
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
carries a spider silk pouch that contains two peridots (500 gp each). 12b. Iron Spider Several tunnels leading to this 30-foot-high cave are festooned with web cables. The south tunnels slope down gently to
areas 11 and 18. Guards. Four male drow are on guard here. Iron Spider. A giant iron spider stands motionless in the middle of the cave. The drow (named Freb, Rylzzt, Urlimar, and Vanalfein) all
Modifying a Monster
Compendium - Sources->Dungeon Master’s Guide
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
to add a special trait. You can add a special trait of your own devising or pick up a special trait from one of the many creatures in the Monster Manual. For example, you can create a goblin-spider
1. Cave Entrance
Compendium - Sources->Lost Mine of Phandelver
Tharden, Gundren’s brother, who was killed by the Black Spider. Gundren’s other brother, Nundro, was here as well and is currently the Black Spider’s prisoner in area 20. The dwarves’ supplies are
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Swarm of Insects
Compendium - Sources->Monster Manual
poisoned in this way. Swarm of Spiders. A swarm of spiders has the following additional traits. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without
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
Nightstone
Compendium - Sources->Storm King's Thunder
outer walls of the keep are made of smooth, tightly fitted stone bricks. The keep and the outer curtain wall can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell
palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic
31. Hall of Embers
Compendium - Sources->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
11. Lolth's Palace
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
pillars carved to resemble spider legs support the balcony, which is enclosed by wrought iron railings shaped like webs. Alcove. A deep alcove to the south contains a large pile of humanoid bones
. Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony. If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
27. Mark of Death
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb. Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
Tier Breche
Compendium - Sources->Out of the Abyss
are trained; Arach-Tinilith, a spider-shaped cathedral where drow priestesses worship their demon goddess; and Sorcere, a magnificent tower where drow mages learn to master the magical arts. Non-drow
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
Traps
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
. Regardless of a pit’s depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
Redbrand Hideout Locations
Compendium - Sources->Phandelver and Below: The Shattered Obelisk
character who descends into the fissure. The chest contains 160 sp, 120 gp, five malachite gems worth 12 gp each, a potion of healing, a potion of climbing, and a potion of growth. The chest also
another creature can use an action to wake him. Otherwise, Droop has the unconscious condition for 1d10 minutes. The bugbears work for the Spider and were sent here to help Glasstaff keep the Redbrands
Yun Dynasty Ruins Locations
Compendium - Sources->Journeys through the Radiant Citadel
and long life. Four of them have the following contents: rotted documents, a suit of adamantine splint mail, slippers of spider climbing, and ancient coins worth 5,000 gp. The fifth cabinet radiates
Silent Sound Lighthouse
Compendium - Sources->Acquisitions Incorporated
more stairs are deactivated with dispel magic first, a character climbing or jumping up has advantage on the check. Treasure. Each hell hound wears an ornate platinum collar, one etched with the name
lighthouse and the lantern room. Resting in the glass tank among wilting plants and countless dead insects is a multicolored spider called Rainbow. Rainbow is the familiar of Wizzy Fotz, the gnome wizard
Cragmaw Hideout Locations
Compendium - Sources->Phandelver and Below: The Shattered Obelisk
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
first two paragraphs of this chapter with the players at this time. The characters won’t know yet, but Tharden is dead and Nundro is a prisoner in the mine.) The Mysterious Spider. Klarg, the bugbear
Court of Orestes Locations
Compendium - Sources->Mythic Odysseys of Theros
-eyed shock. The mask functions as slippers of spider climbing. 8. Cave and Tunnel On the crumbling eastern wall of the tomb is a rough-edged hole that leads to an uneven cavity in the earth. Two
Chimera
Compendium - Sources->Mythic Odysseys of Theros
it flies out of an enemy’s reach. 4 Swamp Creature. The chimera’s body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal