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Returning 35 results for 'clothing words remaining'.
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clutching words reining
clothing words reining
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clutching words remaining
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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
intend to do with your gift once you realize what it is capable of.
Folk Hero
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and rearrange the remaining letters into words. For example, remove the second l from Fireball and rearrange the remaining letters to create Ber Fila or Fel Bira.
Somatic (S) A Somatic component
spellcaster can’t cast the spell. Verbal (V) A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Consider this method: take the name of the spell, keep only one instance of each of its letters, and rearrange the remaining letters into words. For example, remove the second l from Fireball and
) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell. Verbal (V) A Verbal component is the chanting of esoteric words that sound like
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Consider this method: take the name of the spell, keep only one instance of each of its letters, and rearrange the remaining letters into words. For example, remove the second l from Fireball and
) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell. Verbal (V) A Verbal component is the chanting of esoteric words that sound like
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and rearrange the remaining letters into words. For example, remove the second l from Fireball and rearrange the remaining letters to create Ber Fila or Fel Bira.
Somatic (S) A Somatic component
spellcaster can’t cast the spell. Verbal (V) A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words
Magic Items
Lost Laboratory of Kwalish
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
The Void. This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If
repeated until ten gems (or more) are crushed, a magic mouth spell is triggered and speaks the following words: “Your sacrifice was not in vain. Look to the fourth to find your gain.” As these words
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If
repeated until ten gems (or more) are crushed, a magic mouth spell is triggered and speaks the following words: “Your sacrifice was not in vain. Look to the fourth to find your gain.” As these words
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
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
don’t embrace evil. Food and Clothing Meals are considered sacred in Djaynai, and wasting food is a major breach of etiquette. Key ingredients of Djaynai’s cuisine include banana, groundnut, milk from
peoples eschew eating meat. Djaynaian clothing combines rough-spun and delicate materials, and it is common to see linen with lace or damask with crocheted fabrics in the same outfit. Most Djaynaians wear
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
don’t embrace evil. Food and Clothing Meals are considered sacred in Djaynai, and wasting food is a major breach of etiquette. Key ingredients of Djaynai’s cuisine include banana, groundnut, milk from
peoples eschew eating meat. Djaynaian clothing combines rough-spun and delicate materials, and it is common to see linen with lace or damask with crocheted fabrics in the same outfit. Most Djaynaians wear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tethyrian human). Cavil is armed with a +1 wand of the war mage. If the characters don’t attack immediately, Cavil tosses a few words at them before ordering the thugs to attack: “Well met!” says the
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell. Consumable Items Some items are consumed—used up, in other words—when
charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tethyrian human). Cavil is armed with a +1 wand of the war mage. If the characters don’t attack immediately, Cavil tosses a few words at them before ordering the thugs to attack: “Well met!” says the
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell. Consumable Items Some items are consumed—used up, in other words—when
charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere. Open Passageway. One
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Final Boat Most of the draconians remaining in Vogler focus on looting the village, giving the villagers enough time to evacuate. At the end of the pier, only Mayor Raven, Darrett, and a few
others have yet to board a boat. The remaining boats have enough space for them and the characters. Before the characters head to their boats, read the following text: “Hold the boat!” a voice rasps from
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Final Boat Most of the draconians remaining in Vogler focus on looting the village, giving the villagers enough time to evacuate. At the end of the pier, only Mayor Raven, Darrett, and a few
others have yet to board a boat. The remaining boats have enough space for them and the characters. Before the characters head to their boats, read the following text: “Hold the boat!” a voice rasps from
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
with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.
34
All creatures you speak with automatically believe your words, as if you have succeeded on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17 (a symbol of guilt) While gifting one of these items, the character must speak sympathetic words to the dragon and succeed on a DC 20 Charisma (Persuasion) check. Other characters can’t help on
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17 (a symbol of guilt) While gifting one of these items, the character must speak sympathetic words to the dragon and succeed on a DC 20 Charisma (Persuasion) check. Other characters can’t help on
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deterioration. None of the houses hold valuables, but a few reveal makeshift shelters within, along with piles of old clothing and bedding. One of the shelters is built from large wooden signs upon
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ghost of Amun Sa Eventually, the characters come across the ghost of Amun Sa. Read or paraphrase the following text: A solitary man dressed in tattered clothing appears over the crest of a nearby
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deterioration. None of the houses hold valuables, but a few reveal makeshift shelters within, along with piles of old clothing and bedding. One of the shelters is built from large wooden signs upon
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
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. 5 You carve runes on a set
, so I can prevent it from happening to societies of the present. 5 Life may be a whirlwind of chaos, but whenever I create my runes, I feel at peace. 6 My brain struggles to process words written in ink, but the feeling of carved runes makes my mind sing.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pepper my speech with words or curses borrowed from planar languages. 5 I’ve seen enough to know that you can’t take anyone at face value, so I scrutinize everyone. 6 I have a superstitious habit I
, while always hot, doesn’t burn skin, fur, scales, or clothing 5 A feather that sheds dim light in a 5-foot radius 6 A ring made from a chain link that, once donned, won’t come off without pulling painfully hard
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ghost of Amun Sa Eventually, the characters come across the ghost of Amun Sa. Read or paraphrase the following text: A solitary man dressed in tattered clothing appears over the crest of a nearby
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the