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                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     died, you had a revelation about your existence.
2
Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
3
Sacrifice. 
                                                
                                            
                                                
                                                     of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6
Leave None Behind. You carried an
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
                                                
                                            
                                                
                                                     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
 
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ; section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
                                                
                                            
                                                
                                                     duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ochre Jelly Multiplying Amoeboid Hunter Habitat: Underdark; Treasure: None Mark Behm  Ochre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey
                                                
                                            
                                                
                                                     clothing, equipment, treated leather, and bone. If damaged by lightning or a slashing weapon, an ochre jelly splits in two. These smaller jellies work together to consume foes, but afterward they move on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal   d20 Wind   1–12 None 13–17 Light 18–20 Strong   d20 Precipitation   1
                                                
                                            
                                                
                                                    –12 None 13–17 Light rain or light snowfall 18–20 Heavy rain or heavy snowfall   Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
                                                
                                            
                                                
                                                     duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
                                                
                                            
                                                
                                                    , and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     from my tomb: my magic staff and the star-gem of Mo-Pelar. Only then will the curse be lifted, freeing my soul and healing this broken land.
 “Many have tried, and none have succeeded. If you undo my
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
                                                
                                            
                                                
                                                     clothing and bedding, cheap cookware, and wine that’s gone to vinegar. Some of it might be of use to the people of Greenest who lost everything in fires, but it has no value as treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     creature or event. 
   2  A signature piece of clothing or distinct weapon serves as an emblem of who I am. 
   3  I never accept that I’m out of my depth. 
   4  I must know the answer to every secret
                                                
                                            
                                                
                                                    , faith, family, or teacher to continue a vaunted legacy. 
   9  Promise. My life is no longer my own. I must fulfill the dream of someone who’s gone. 
   10  Revelation. I need to know what lies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
 Senses Truesight 120 ft.; Passive Perception 13
 Languages None
 CR 18 (XP 20,000, or 22,000 in lair; PB +6)
 Traits
 Legendary
                                                
                                            
                                                
                                                     need, it encourages mortal heroism. Should a deva’s chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     fresh meat, the trackers continue hunting for them. Whatever else the cave holds is none of their concern. A thorough search of the camp takes about ten man-hours. Allow characters to make a Wisdom
                                                
                                            
                                                
                                                     clothing and bedding, cheap cookware, and wine that’s gone to vinegar. Some of it might be of use to the people of Greenest who lost everything in fires, but it has no value as treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     by the spell. Psychic Defenses 6th-level Aberrant Mind feature You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Revelation in Flesh
                                                
                                            
                                                
                                                     from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Warlock No, you don’t understand. My magic exists outside of any known reality. I wield the power of an entity that dwells beyond space and time. Clearly, none of the profits created by that magic
                                                
                                            
                                                
                                                     Affectations Being beholden to a strange, otherworldly entity gives you a certain style that none can match. Sometimes this style takes the form of an interesting quirk that makes you the memorable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     first kuo-toa patrol, the newcomers ambush them and fight to free the characters. Otherwise (or after the fight), Ploopploopeen attempts to communicate in Undercommon, then casts tongues if none of the
                                                
                                            
                                                
                                                     that the maze of tunnels, passages, and pools of the Darklake is a kind of meditation — a spiritual journey. Kuo-toa who navigate that maze long enough will awaken to a great revelation for their people
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. 2 Captured. You spent
                                                
                                            
                                                
                                                     over the ship on your own. 6 Leave None Behind. You carried an injured marine for miles to avoid capture and death.  Suggested Characteristics Marines are looked up to by other soldiers and respected
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin
                                                
                                            
                                                
                                                    , obliterated by the might of the kraken.
 Yet the kraken carried on, moving toward a coastal human settlement. Amid the ruins of his home, Dalakos had a revelation. Working desperately, the triton
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     journey otherwise works the same as described in the rest of the “Travel” section.
  Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
                                                
                                            
                                                
                                                     memorable.  Weather   1d20 Temperature   1–14 Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder 18–20 1d4 × 10 degrees Fahrenheit hotter   1d20 Wind Precipitation   1–12 None None 13–17 Light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the
                                                
                                            
                                                
                                                    , you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. Elder Champion At 20th level, you can assume the form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     becomes trapped inside. 5. Crew Quarters Each of these cabins has a door that can be bolted shut from the inside, though none of the doors is locked normally. A door can be broken open with a
                                                
                                            
                                                
                                                     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->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    .
 Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
                                                
                                            
                                                
                                                     your clothes.
But none among us can compare
To one wily, swift, and stand-up hare—
Scarf that’s glorious, thief notorious,
His deeds are truly meritorious!
 With a wink and a grin, he’ll show
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                     (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     least one character’s dream-self escapes from the sludge. Dream 5: Revelation Characters who are conscious when the fourth dream ends proceed to the fifth and final dream, which is as follows: Lulu
                                                
                                            
                                                
                                                     joy at rediscovering what she believes is the location of the Bleeding Citadel, and she impatiently begs the characters to start the next leg of their journey. If none of the characters’ dream-selves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ). The trunks contain the staff’s clothing and uniforms. N3g. Kitchen A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner
                                                
                                            
                                                
                                                     of the dolls, apart from their clothing, look the same. They all look like Ireena Kolyana. The burgomaster’s monstrous henchman, Izek Strazni (see appendix D), sleeps here at night. During the day, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     influential citizen is or isn’t a lord of the city, and some are willing to make their beliefs public, but few who are confronted in such a way have ever claimed to be a lord, and none of those have also
                                                
                                            
                                                
                                                     in turn creates trends all across the North for clothing, weaponry, favored trinkets, music, and any other preference that can be changed at a whim by those with enough coin to afford the expense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     or other lizardfolk accompany the strangers or if the characters have any overtly cultish gear or clothing. This doesn’t mean characters can wander at will through the camp and the castle. Bullywug
                                                
                                            
                                                
                                                     guards still challenge them to ask who they are and where they’re going (in fractured pidgin Common if none of the characters speak Bullywug). They just don’t assume that every stranger is an enemy and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     accompany the strangers or if the characters have any overtly cultish gear or clothing. This doesn’t mean characters can wander at will through the camp and the castle. Bullywug guards still challenge them
                                                
                                            
                                                
                                                     to ask who they are and where they’re going (in fractured pidgin Common if none of the characters speak Bullywug). They just don’t assume that every stranger is an enemy and attack on sight. Lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     bring replacement soldiers, armor, weapons, arrows and bolts, medicine, tents, cots, boots, clothing, and just about everything else. After the disaster at Camp Righteous, Commander Breakbone would like
                                                
                                            
                                                
                                                    ’ Tents Each tent is intended to house four people in reasonable comfort. They have log floors to keep the occupants above the mud, and reed-filled cloth mattresses for sleeping on. None of the material
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    . Unsurprisingly, the Guvners are staunch allies of the Harmonium and Mercykillers and bitterly oppose the Hands of Havoc. Hands of Havoc Who Free Society through Chaos Factol: None Headquarters: Various
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     set these traps hoping to thin out the wolf population, but Strahd’s wolves are too clever to be caught in them. If none of the characters in the front rank spots the hidden trap, one random party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     plain chapel with a stone altar. The Allfaiths Shrine is a wayside shrine used by many faiths and owned by none. Priests shuttle out from Waterdeep in pairs for month-long stays. Each pairing includes
                                                
                                            
                                                
                                                     she’s seen none of this herself. Kaylessa has also noticed some Red Larchers looking both frightened and furtive, and tersely turning aside innocent queries. If pressed, she names Mellikho the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     lies there.
 These crypts hold the bodies of Phenax worshipers who were expected to return from the afterlife. None did. Brazier. The brazier that once lit this hall is sculpted with faces
                                                
                                            
                                                
                                                     player will accept it), or rolling a d10 and having it turn black on a 1. The ramifications of this revelation are up to you. Development. If the characters open Orestes’s sarcophagus, they find
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     home most nights, passed out in their beds after hours of heavy drinking. Nikolai and Karl have none of their mother’s ambition or mean temper. They are aware of her cult, but they don’t know that she
                                                
                                            
                                                
                                                     himself. A washbasin stands in the northeast corner. A slender door in the west wall leads to a small pantry. N4d. Storage Room This room holds crates of old clothing, as well as three barrels of drinking
                                                
                                            
                                        






