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Returning 35 results for 'clothing while rules'.
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Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler's Clothes.
Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Stylish but practical, our desert clothing protects you whether you’re taking a caravan of camels through the Calim Desert or exploring an ancient Mulhorandi tomb.
When you are wearing Desert
Backgrounds
Sword Coast Adventurer's Guide
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Species
Spelljammer: Adventures in Space
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
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
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->Journeys through the Radiant Citadel
tangles of colorful yarn. Several fuzzy, kitten-sized blue caterpillars drowse on her, nestled in her clothing and hair. The gnome peers up and says, “Welcome! I am Madam Kulp. Are you here to play
harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
in the Sky Dock atop Spelljammer Academy. Scudding clouds fill the sky above you.
Simulator Rules Each simulation chamber channels powerful illusion magic that adheres to the following rules: Just
, curiosities, and devices of unknown purpose.
Mister Blip wears a smart-looking leather apron with a score of tools of various purpose tucked into tiny leather loops. The only other article of clothing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
rules can be used for rockslides as well as avalanches. An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute. Characters must be
clothing and jewelry merge into their new forms. Arcturiadoom is not their lair, and they keep no treasure here.
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
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern
, Ramondo VARIANT HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score
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
posing as guards are taken to the barracks (area R19), where they meet with head guard Yula Dargeria, a no-nonsense stickler for the prison’s rules. Characters posing as cooks are delivered to the kitchen
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
domed canopy now sits askew.
Short steps ring the gazebo, leading to a raised floor where bullywugs dressed in shabby clothing lounge on pillows. Among them, a harpist sends forth delicate notes
treats visitors as honored guests in accordance with the rule of hospitality (see “Rules of Conduct” earlier in the chapter), but he expects a measure of kindness in return. If a fight breaks out
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
dozen bolts. For ballista rules, see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide. 4. Propeller Hatch A wooden door behind the furnace (area 1) on the upper deck pushes open
inside, each set in a frame wide enough for a Medium creature to squeeze through. Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crafting an Item A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In
process that involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are exceptions to the following rules. For more
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
footlockers (where the cultists keep their cold weather clothing). A copper brazier full of hot coals is situated in the middle of the room. Protruding from the brazier’s base is a bellows that can be
and resistance to fire damage. From this usurped office, he coordinates all cult activities in Ten-Towns. It’s a role he carved out for himself by asserting that he’s tight with Levistus. He rules the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
Henstak (food), Clan Muzgardt (brewers) Mining Clan Coalhewer (coal miners), Clan Xardelvar (gas miners), Clan Saltbaron (salt miners) Other Clan Parlynsurk (clothing manufacturers), Clan Hammercane
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabal’s headquarters is the Gatehouse, a fortress of healing and respite in
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. If they do notice it, the spy’s goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a
member steps on it. Rules for the hunting trap are presented in chapter 5, “Equipment,” of the Player’s Handbook. Needle Blights Hunched figures lurch through the mist, their gaunt bodies covered in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as the monarchy rules in Breland, another war is inevitable. Rise up!" 87–90 A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often. 91
for 42 gold galifars. 49–51 A shifter with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars. 52–54 Four warforged work together
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suggest (without needing an ability check) that it belongs to a male human (Macreadus, though the characters won’t know this right away). Little remains of his clothing, but a character who sifts
character who helped lay Macreadus’s spirit to rest gains a blessing of the Morninglord (described below). For rules on blessings, see “Supernatural Gifts” in the Dungeon Master’s Guide. Blessing of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
desperation compels you to enter my home, little darlings?”
See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
reciprocity to which she adheres (see “Rules of Conduct” earlier in the chapter). Bavlorna has an iron key tucked in one of the pockets of her garment; this key unlocks the door to area B19. The tall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2nd level (3 slots): gust of wind, hold person, lesser restoration
3rd level (2 slots): call lightning, wind wall
The aarakocra of Kir Sabal lead ritualistic lives and follow strict rules of
behavior laid down by tradition and the Teacher. To a large extent, the rules and rituals have taken on a life of their own irrespective of any religious observance. If the characters approach peacefully
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in command to Liara Portyr, and she’s responsible for every detail of the day-to-day functioning of the fort. If a soldier breaks the rules, Gruta decides on the punishment. If a patrol is overdue from
include mundane items such as paper and ink, locks, clothing, boots, rope, lanterns, lamp oil, and candles. Treasure. The second room contains four potions of healing, four spell scrolls (two each of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the end of the aisle stands a dais with three toppled statues. Two women in elaborate clothing and copper fox masks inspect the rubble.
The women atop the dais are jackalweres disguised as
Dice Game. The gamblers are playing an ancient dice game called Madarua’s harvest. They welcome the characters to join in. The buy-in is 5 gp per game. The game’s rules are as follows:
Each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
food to leather aprons to protective goggles to parchment and ink. The firenewts looted all of it. Now the chief features of these rooms are “nests” of ancient dwarven clothing, insulated gloves, and
, and straining at their tethers. Beginning on the following round, 1d3 giant striders break loose each round and attack or join in an ongoing battle. They don’t attack firenewts, and a firenewt can hop onto a giant strider and ride it as a mount using the standard rules for mounted combat.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Learning of Sarcelle’s vision counts as a secret for the purposes of the Power of Secrets rules found in this book’s introduction. C6: Supply Room Stone shelves in this room contain boxes and bags. A few
Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
, rasp, and moan as a breeze turns them around and around. Debris, including tattered clothing and broken weapons, is scattered against the walls.
This gruesome display is the work of a nycaloth that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
well maintained. After a few hours’ travel east, the adventurers come upon the following scene. Sitting cross-legged in the middle of the road is an odd-looking figure wearing not a stitch of clothing
might note that the undead minions Hoobur creates to harry the party don’t follow the standard rules by which a spellcaster character might create undead. Likewise, some of the creatures working for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wooden trunk at the foot of Laris’s bed contains folded clothing and personal effects. Treasure. On a nightstand, next to a set of keys to the stables, is a coin pouch containing 5 gp, 13 sp, and 25 cp
outside. The trunk at the foot of Gwish’s bed is filled with gnawed bones mixed with small bundles of torn clothing. Master Key. One of the deep pockets on Gwish’s robe contains a master key that unlocks
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
victim or victims fall into the pit, its doors snap shut. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide the rules on locking pits and spiked pits.) The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for the rules of conduct (see “Rules of Conduct” in chapter 2). Dubhforgail assumes the characters are Kelek’s minions and demands that they bring her the cake that Kelek promised her (“Eight tiers
lined with wooden cubicles, each containing a small bench and a hook for hanging clothes. Underfoot, a mosaic floor depicts images of demons.
Any creature that hangs an article of its clothing on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
. Hinged panels along the walls swing outward to display a variety of exquisitely crafted robes, gowns, scarves, headdresses, stockings, gloves, shoes, boots, and other clothing. Items remove themselves






