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Returning 35 results for 'clothing weapons reasoned'.
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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
any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical
that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly
Monsters
Icewind Dale: Rime of the Frostmaiden
damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn
, specifically ones suffused with demonic magic (see the sidebar on Chardalyn). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.
Over time, Baphomet’s
Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6
You don’t understand clothing beyond its utility and assume it denotes a person’s function
Species
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
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
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
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
-rin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The ki-rin's weapon attacks are magical.
Spellcasting. The ki-rin is a 18th-level spellcaster. Its
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Q3. Messy Room Rusty weapons and threadbare clothing litter the floor of this area, which serves as a coat room and armory. It contains nothing of value.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Potion of Invisibility When you drink this potion, you—along with the clothing, armor, weapons, and other equipment on your person—become invisible for 1 hour. The invisibility ends if you attack or cast a spell.
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between
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->Princes of the Apocalypse
Highsun (area 3) is a large tavern across the street from the inn. Locals gather at Gaelkur’s store (area 17) or the tavern to gossip. Ironhead Arms (area 13) is the best place to buy weapons and
armor, and Helvar Tarnlar (area 7) sells well-made clothing for travelers. Red Larch doesn’t have a mayor, but Constable Harburk (area 11) keeps the peace. Characters affiliated with factions might know
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chardalyn Berserker Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic (see the sidebar on Chardalyn). This exposure has
transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nonmagical objects made of cloth, leather, wood, or metal that enter this corridor instantly decay or corrode to the point of being useless and worthless. Clothing and armor falls apart, shields and
weapons become brittle and ineffective, and so forth. A mending spell cannot repair an object damaged in this fashion. An archway stands at the west end of the hall, through which characters can see
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will
clothing item of a bright, cheerful color, and her priests’ vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy
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
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->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
against spells and other magical effects.
Magic Weapons. The nimblewright’s weapon attacks are magical.
Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit
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
wear and metal weapons you hold—reproducing the effect of the rust monster;s;rust monster's Rust Metal trait.
06
Your fingers sprout tiny clockwork picks, granting you advantage on ability
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been
throws against spells and other magical effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my
advantage on saving throws against spells and other magical effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.
Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s
snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hunter, moves on, or fights to the death to defeat it. Makeshift Weapons and Objects. Tlincallis are uncivilized and don’t build cities, make clothing, or mine metals. Instead, they scavenge what they
need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools. The shells of tlincalli have a poisonous coating that can be boiled off without losing its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pounds. Males and females are nearly identical in size and appearance. They don’t wear clothing other than belts and harnesses for carrying tools and supplies. Natural Defenses. A tortle can retreat into
weapons they manufacture for themselves. They prefer simple melee weapons and crossbows. Tortle
Medium humanoid (tortle), lawful good
Armor Class 17 (natural)
Hit Points 22 (4d8 + 4)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can