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Climber's Kit Falling

From climbing dangerous cliffs to scaling ice covered On a failed Strength (Athletics) check, if the climber failed the
mountains to even scaling a castle wall, the Climber's Kit can DC by 5 or more, they fall. If they failed the check by less than
allow you to get into places you just shouldn't be in. 5, they simply make no progress on their climb.
If a creature is using the pitons found in a Climber's Kit and
Climber's Kit have anchored themselves, they are caught before they fall to
the ground beneath them.
A climber's kit includes 10 special pitons, boot tips, gloves, 50
feet of hempen rope, and a harness. Variant: Poor Anchors
Under this variant rule, whenever a creature falls and they
Climber's Kit weighs 22 lbs and costs 25 gp. have attached anchors to the wall they must roll a d20 to
determine how effective the piton is. On a result of a 1, the
Using Your Kit anchor they placed into the wall fails and they continue falling,
You can use the climber's kit as an action to anchor yourself; either to the next anchor or to the ground. If there is another
when you do, you can't fall more than 25 feet from the point anchor that would catch them after the first, they must repeat
where you anchored yourself, and you can't climb more than the roll but the chances of this second anchor to fail are
25 feet away from that point without undoing the anchor. increased by +1 so that a result of a 1 or 2 on the d20 results
in that anchor failing as well.
You can create a number of anchors equal to the number of This chance is cumulative across each anchor with each
pitons that you have available, allowing others to utilize your previous anchor failing resulting in the next one having a +1
anchors or for you to use them at a later date. chance of failure on a d20 roll, up to a maximum of 19 on the
d20 roll. This fall can only end by the falling creature hitting
Climbing the ground, an anchor catching them or by using a spell, like
There are a wide variety of situations when it comes to feather fall, to save them.
climbing and just as many dangers. Falling is one of the most Example Terrain
common dangers of climbing, though sudden rock slides, mud
slides, frayed rope, storms, and magic can also be a danger for Climb Advantage with
anyone. Terrain DC Climber's Kit?
Mundane - -
Movement
Rocky Cliffs N/A Yes
Most times while climbing a surface, this activity requires no
check except each foot of movement costs you 1 extra foot, Smooth Cliffs 10 Yes
and difficult terrain costing an additional 1 foot of movement. Castle Walls 5 Yes

Dangerous Terrain Waterfall 15 No

When attempting to climb dangerous terrain, you are required Violent Storm +5/10/15 Maybe
to make a Strength (Athletics) check appropriate to the terrain Magical - -
you are climbing, see the chart below. This check is only made
if you have no rope to climb up and is to be repeated for every Magical Walls 10 Yes
100 feet you climb, though having certain gear, like the boot Gargantuan Construct 15 No
tips from the Climber's Kit, can provide advantage on the Wizard's Tower 20 No
check per the DM's discretion.
Magical Terrain Mundane Terrain Examples
Sometimes you might find yourself in a situation that requires
you to climb up magical surfaces or deal with magical Rocky Cliffs
situations outside of your control. In these situations, the DM These rocky cliffs provide ample footholds and handholds to
might decide that you must make a Strength (Athletics) check climb up, allowing anyone to easily move up its surface.
more often, that your Climber's Kit gear isn't effective or that
you can not use pitons to anchor yourself. A few examples of Smooth Cliffs
magical terrain is provided later on. These cliffs are almost completely smooth, offering little in
the way of natural handholds or footholds. This requires a
Utilizing Rope climber with some skill in climbing and they must succeed on
When climbing, being able to use rope will typically remove a DC 10 Strength (Athletics) check to move 100 feet up its
any Strength (Athletics) checks, though climbing the rope still surface.
costs 1 extra foot of movement for each foot you climb. This
rope must be properly anchored or tied off to a sturdy object Castle Walls
such as the crenellations along a wall or to a suitably large These walls offer jutting bricks and rough mortar as small
outcropping or tree. handholds to assist in your climb. A climber must succeed on
a DC 5 Strength (Athletics) check to move 100 feet up its
surface.

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Climber's Kit - By Dump Stat Adventures | Find more content at DumpStatAdventures.com | v. 1
Waterfalls Magic Items for Climbers
Forced to climb up a waterfall, the crashing water is Climber's Kit can come in a variety of materials or allow more
constantly trying to knock you off and dash you on the rocks options in their use.
below. A climber must succeed on a DC 15 Strength
(Athletics) check to force themselves up against the
thundering water and its slippery handholds. If a climber does Adamantine Climber's Kit
not have any gear to assist in the climb, like boot tips, they This Climber's Kit is made from adamantine and is incredibly
have disadvantage on any checks to climb up its slippery sturdy. When you place anchors into a stone wall, it takes only
surface. If you have the appropriate equipment, you do not a bonus action as the anchors easily sink into solid stone.
suffer disadvantage on the climb. If you are using the Variant rule when falling, you can reroll
the d20 on a failed anchor check.
Violent Storm
As you are climbing up a surface, a storm has erupted around Climbing Gloves
you. With winds threatening to rip you off the surface, you These gloves have small metal hooks over the palm and
must fight hard to climb up the slippery walls and not fall to fingers, allowing you to easily grip into the walls and make use
your death. The DC for climbing is the base DC of the wall of any small handholds available. While climbing a surface,
you are climbing plus an increase to the DC by 5, 10 or 15 you gain a +2 bonus to your climbing checks or checks to stay
depending on how bad the storm is. on a surface while being pushed off.
A light rain only makes the surface slippery increasing the
base DC by 5. A storm with winds up to 10 MPH increases the Mithral Climber's Kit
base DC by 10, while a raging storm with winds reaching up
to 20 MPH increases the DC by 15. If the climber is trying to These tools are made of mithral and extremely lightweight,
attempt a climb during a hurricane or similar weather event, though they are still fully functional, this kit only weighs 15 lbs
the DC might increase even more or become impossible and is very resilient to damage.
depending on the situation.
Boot tips and similar climbing gear is required in order to Neverending Rope
not have disadvantage on climbing up the surface. If you have This rope looks to be made of hempen and is 50 feet long
the appropriate equipment, you do not suffer disadvantage. until you use a command word as an action and it begins
Magical Terrain Examples stretching out to 1,000 feet long. If a portion of this rope is cut,
the rope's other form shrinks proportionally by however much
Magical Walls was cut off from it, permanently shortening the rope in both
These walls have been enchanted to throw climbers off and forms.
the stones are constantly moving and shifting, or they just are
illusions used to confuse climbers. While climbing these
walls, the climber must succeed on a DC 10 Strength
(Athletics) check in order to make progress.
If there are illusions covering parts of the wall, the climber
may first have to succeed on an Investigation check against
the DC of the illusion in order to perform their Athletics check
and to make progress.
Gargantuan Construct
You are attempting to climb the massive legs of a giant
construct that towers high above you. Every round you are
climbing, you must succeed on a DC 15 Strength (Athletics)
check in order to cling to the legs of this construct as it walks
forward, jostling and tossing you about.
If the construct isn't moving, the difficulty of climbing this
construct is only DC 5. Due to the impenetrable metal plating,
your climbing gear can not work on this surface.
Wizard's Tower
This tower has a magical field of energy causing it's surface to
be incredibly smooth with no handholds or footholds to
properly hold on to. A climber must succeed on a DC 20
Strength (Athletics) check to grip on to this slick surface and
to pull themselves up.
Because of the magical field, your Climber's Kit can not be
used on this surface.

Climber's Kit - By Dump Stat Adventures | Find more content at DumpStatAdventures.com | v. 1

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