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Returning 35 results for 'clothing foot'.
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Spells
Player’s Handbook
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.
God-Spawned Horrors. Gods that personify
Monsters
Bigby Presents: Glory of the Giants
within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour
Equipment
This compact hooded lantern features a large metal ring on its top, allowing it to be affixed to a belt, sash, or similar article of clothing while still providing light. The lantern sheds bright
light in a 15-foot radius and dim light for an additional 15 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
Disguise Self
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and
Seeming
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1
foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3N. Rezmir’s Sleeping Chamber A large bed, two wardrobes, a standing mirror, and an armor stand with a spare suit of scale mail armor dominate the room. One of the wardrobes is filled with clothing
Dragon Mask. Because Rezmir is a half-dragon, it’s unlikely that her clothing or armor will fit anyone else. The wardrobe containing the cult regalia is trapped. The trap can be detected with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3N. Rezmir’s Sleeping Chamber A large bed, two wardrobes, a standing mirror, and an armor stand with a spare suit of scale mail armor dominate the room. One of the wardrobes is filled with clothing
Dragon Mask. Because Rezmir is a half-dragon, it’s unlikely that her clothing or armor will fit anyone else. The wardrobe containing the cult regalia is trapped. The trap can be detected with a successful
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disguise Self Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other
belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
atop the eastern ledge. The water is fresh. The ceiling is roughly 20 feet above the surface of the pool. The fissure in the ceiling is 3 feet wide at its widest point, and 6 inches at its narrowest. The crates on the eastern ledge contain heaps of adult-sized clothing.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Disguise Self Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other
belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the character’s clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
character with weaver’s tools can mend the clothing while taking a short rest. A mending spell also repairs the damage. Shortly after nightfall or whenever the party decides to take a long rest, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Barracks Stone steps lead from the watch post to a 1-foot-thick platform of zurkhwood (see “Fungi of the Underdark” earlier in chapter 2) extending between two of the hanging towers and into three
the resting drow is stored under his pallet: a shortsword, a hand crossbow with a case of 20 hand crossbow bolts, a chain shirt, and a 100-foot coil of silk rope with a small grappling hook at the end
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of Hazlik amulet, gremishka foot, scrap from a red robe In Hazlan, magic is authority, justification for any excess, and—for those without it—the specter of inevitable doom. This domain is less a
, decorations, clothing, and individuals, and through these eyes the Darklord sees all. He watches as common folk cower at the passage of his ostentatious apprentices. He watches as monstrosities birthed from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crates, stacked one atop another, with small doors set into them. Next to the closet is a heap of discarded clothing. A ladder climbs to a wooden trapdoor in the nine-foot-high ceiling. A moldy bed
captured children with needles to make them cry. Any attempt to free the children incurs the hags’ wrath. The discarded clothing belongs to children whom the night hags have already devoured. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Disguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person
—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on the odds. Treasure The equipment of the resting drow warrior is stowed beneath his pallet: a shortsword, a hand crossbow with a case of 20 bolts, a chain shirt, and a 100-foot coil of silk rope
also contains two changes of clothing, 2d6 sp, 1d8 gp, and 1d4 items from the Trinkets table in chapter 5, “Equipment,” of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
ruins of an ancient city. All that remains are worn flagstones covered in moss and lichen, toppled blocks of weathered stone, and a former tower fallen and now lying stretched across a fifty-foot-wide
life (hunting, worship, warfare, and so forth, with humanoid figures dressed in archaic styles of clothing). Graven lines (representing silver wires) are seen throughout the image. Any character who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Disguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person
—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
multiple party members are attempting the same task, have them make a group check instead. K2. Main Gate A fiery brazier casts its flickering light on the thirty-foot-high, spiked ramparts that frame
Compendium
- Sources->Dungeons & Dragons->Divine Contention
searches the bed finds a concealed drawer in the bed frame, beneath the sheets. Inside the drawer are Deloz’s neatly folded clothing and a potion of water breathing T5. Crystal Chamber The door to
six-foot tall glowing blue crystal stands in the middle of the chamber. A three-foot-long lever sticks up from the floor on the starboard side of the cabin.
As an action, a character can pull the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H22-H31) H22. Borehole This cave might contain a psychic haunting (see “Psychic Hauntings”). This thirty-foot-high cave has exits to the north and south. Along the western
side is a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H23. H23. Remorhaz Nest This bulbous cavern has walls as smooth as glass
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
an unlocked door with a cellar beyond. When the characters open the door, read the following: The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps
potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L9. Sewing Room A closed, unlocked door connects this room to a 5-foot-high wooden balcony that overlooks Granny Nightshade’s garden (area L5). “Dunderhead!” cries a scratchy voice as you enter this
female bugbear). Roff recently stole a pouch of dust of corrosion (see appendix A) from the store cupboard in area L10. She conceals the pouch in her clothing and offers it to her saviors if rescued
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
northward. The stucco on the walls is flaking off, and there are glowing silver tracks in the slime crisscrossing the walls and ceiling.
Along the east wall of the passage stands a twelve-foot-tall stone
statue of a man outfitted in fine clothing and holding a stone tray in his raised arms. Its eyes appear to be black gemstones; the right one droops out of its socket, balancing on the statue’s cheek
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died. God-Spawned Horrors. Gods that personify winter
—
Challenge 5 (1,800 XP)
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.
59
You have resistance to fire damage.
You gain no






