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Returning 35 results for 'clothing within reason'.
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clothing within reasons
clothing within region
closing within reasoned
closing within region
clutching within reasoned
Spells
Player’s Handbook
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Monsters
Quests from the Infinite Staircase
required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
Magic Items
Eberron: Rising from the Last War
outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your
Monsters
Spelljammer: Adventures in Space
Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.Bite. Melee Weapon Attack
affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn't illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
Magic Items
The Book of Many Things
of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of
where they are. Once this action is used, it can’t be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s
Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Waterdeep: Dragon Heist
Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Monsters
Guildmasters’ Guide to Ravnica
, or half as much damage on a successful one.Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10);{"diceNotation":"1d10","rollType":"roll
allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus.
Backgrounds
Bigby Presents: Glory of the Giants
within runes.
The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As such, though Giant runes are the most commonly used, many rune carvers
pieces of wood into small figurines you mark with runes.
3
You engrave runes onto glass beads and thread them onto necklaces and bracelets.
4
You stitch runes into the hems of clothing
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage.
Magic Mockery. The faerie hurls magical taunts at one creature it can see within 60 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or take 3 (1d6);{"diceNotation
shards of broken glass.
Faerie borrowers often adorn themselves with purloined trophies: stolen keys and needles filed into swords, and buttons and scraps of paper fashioned into clothing. Though
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t
around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
damage.
Hideous Rend. The b’rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 16 Dexterity saving
its bare hands.
B’rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don’t
Monsters
Dragonlance: Shadow of the Dragon Queen
must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep.
Incorporeal Movement. Caradoc can move through other creatures and objects as if they were
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
Monsters
Bigby Presents: Glory of the Giants
. Within their communities, they act as leaders and oracles.
Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes
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
Spells
Elemental Evil Player's Companion
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw
up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Monsters
Waterdeep: Dragon Heist
advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't incapacitated and the Black Viper doesn't have disadvantage on the attack roll.Multiattack. The Black
hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.
One of the things Esvele has learned is to embrace the legend of the Black Viper
Backgrounds
Guildmasters’ Guide to Ravnica
. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies:
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
Monsters
Baldur’s Gate: Descent into Avernus
damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes
an opportunity attack from that creature.Guardian Strike. If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy.Ulder Ravengard is a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
knocked prone.
Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save
Monsters
Baldur’s Gate: Descent into Avernus
in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies
Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Infernal Despair. Each creature within 30 feet of Hutijin that isn’t a devil makes saving throws with disadvantage.
Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose
. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of
Monsters
Eberron: Rising from the Last War
enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s
":"Eldritch Turret","rollDamageType":"force"} force damage, and if the target is a creature, it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
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
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
her turn.
Talons. Auril attacks once with her talons.
Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her.
Touch of Frost (Costs 2 Actions). Auril uses Touch of
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
successful one.
Beguiling Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Monsters
Van Richten’s Guide to Ravenloft
successful one.
Beguiling Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet of the
-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8
Monsters
Van Richten’s Guide to Ravenloft
expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction":"Beguiling
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction":"Beguiling Hex","rollDamageType":"psychic"} psychic damage
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest to the
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an






