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Returning 35 results for 'covered wear rolling'.
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Magic Items
Dungeon Master’s Guide
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Magic Items
Dungeon Master’s Guide
You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.
d10
Damage Type
1
Acid
Monsters
Out of the Abyss
gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way
bridesmaids of Zuggtmoy are plant creatures with vaguely humanoid forms. Their frail bodies are covered with clusters of luminescent lichen and crusty, tumescent growths.
Backgrounds
The Wild Beyond the Witchlight
traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
Fey Mark
You were transformed in some small way by your stay in the Feywild
and gained a fey mark, determined by rolling on the Fey Mark table.
Fey Mark
d8
Fey Mark
1
Your eyes swirl with iridescent colors.
2
You have a sweet scent, like that of
Monsters
Quests from the Infinite Staircase
":"damage", "rollAction":"Toxic Mold", "rollDamageType":"poison"} poison damage and has the blinded and deafened conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful
sometimes achieve control over the growth and propagation of the mold that bore them. These elders, known as moldmakers, can envelop foes in stifling layers of mold. Moldmakers often wear pauldrons made
Monsters
Van Richten’s Guide to Ravenloft
DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex","rollDamageType":"acid"} acid damage at
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
Monsters
Van Richten’s Guide to Ravenloft
":"recharge","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile
. A creature covered in bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex","rollDamageType":"acid"} acid damage at the start of each of its turns until it or another
Monsters
Van Richten’s Guide to Ravenloft
creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex
has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature
covered in bile takes 31 (7d8);{"diceNotation":"7d8","rollType":"damage","rollAction":"Bile Hex","rollDamageType":"acid"} acid damage at the start of each of its turns until it or another creature uses
Monsters
Van Richten’s Guide to Ravenloft
":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in
other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs
Backgrounds
Guildmasters’ Guide to Ravnica
chapter for your secondary guild
Feature: False Identity
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You
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
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
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Monsters
Fizban's Treasury of Dragons
selecting a lair is ensuring that the site is large enough to accommodate the creature’s prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
races
Mordenkainen Presents: Monsters of the Multiverse
lurking just out of sight, and many of them have sneaked away from that god’s influence.
They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their
the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or
races
Mordenkainen Presents: Monsters of the Multiverse
Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don
increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
)
You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.
Conceptopolis Armor of resistance
Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
)
You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.
Conceptopolis Armor of resistance
Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K44. Closet The walls here are lined with iron hooks, upon which hang black capes and formal wear. Two arched windows in the south wall are covered by heavy curtains. Twenty-eight capes and sixteen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K44. Closet The walls here are lined with iron hooks, upon which hang black capes and formal wear. Two arched windows in the south wall are covered by heavy curtains. Twenty-eight capes and sixteen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Slippers of Spider Climbing Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Slippers of Spider Climbing Wondrous item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Girallons Two girallons (see appendix D) hang in the trees, perch atop rocks, or lumber between crumbling, vine-covered ruins. The characters spot them automatically and can avoid a hostile encounter
rolling on the Caches table. The girallons might also have some treasure hidden near the cache; roll once on the Treasure Drops table to determine what, if anything, is found after a search of the area.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Girallons Two girallons (see appendix D) hang in the trees, perch atop rocks, or lumber between crumbling, vine-covered ruins. The characters spot them automatically and can avoid a hostile encounter
rolling on the Caches table. The girallons might also have some treasure hidden near the cache; roll once on the Treasure Drops table to determine what, if anything, is found after a search of the area.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
the trap is triggered, a new ice devil appears. 13b. Covered Pit This hidden pit (see “Covered Pits”) is 40 feet deep, and a creature that falls the distance takes 14 (4d6) bludgeoning damage. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The spider pursues prey into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
the trap is triggered, a new ice devil appears. 13b. Covered Pit This hidden pit (see “Covered Pits”) is 40 feet deep, and a creature that falls the distance takes 14 (4d6) bludgeoning damage. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The spider pursues prey into the