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Returning 35 results for 'player away and his clothing'.
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Spells
Elemental Evil Player's Companion
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.
or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
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
they are often boastful and love to mock their victims, faerie borrowers are quick to dart away from losing battles on their nimble wings.
The throng of faeries flitted from castle to castle, leaving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Species
Wayfinder's Guide to Eberron
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
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
the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
Backgrounds
Sword Coast Adventurer's Guide
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
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
Monsters
Fizban's Treasury of Dragons
with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors’ long struggle for domination in the Underdark.
2
A fire giant who
underground lakes.
Deep dragons’ lairs serve as bases for the dragons’ explorations, as well as providing safe storage for their hoards. When these curious creatures are away from home
Backgrounds
Baldur’s Gate: Descent into Avernus
charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes
background, you may select this background feature instead of Ship’s Passage.
No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with
Species
Spelljammer: Adventures in Space
treated by your creator, so you ran away from home.
5
You were built to complete a special mission.
6
You felt trapped in the role for which you were built and abandoned your creator
your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular
Species
Wayfinder's Guide to Eberron
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
Monsters
Curse of Strahd
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
Backgrounds
Ghosts of Saltmarsh
the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally
difficult and struggle to say the right thing in social situations.
3
My intensity can drive others away.
4
I hold grudges and have difficulty forgiving others.
5
I become irrational when
Backgrounds
Sword Coast Adventurer's Guide
abandoned the soft ways of civilization.
BARBARIAN TRIBES OF FAERÛN
Though this section details the Uthgardt specifically, either it or the outlander background from the Player
Uthgardt stands for.
Outlander
d8
Personality Trait
1
I’m driven by a wanderlust that led me away from home.
2
I watch over my friends as if they were a litter of
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and
, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Ship
you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Pirate
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Bad Reputation
No matter where
you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
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
. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have
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
character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player
races
Mordenkainen Presents: Monsters of the Multiverse
and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
backgrounds
best of who you are and where you are from. Flashes of déjà vu are common, taunting you with recollection, but they almost always slip away, as ungraspable as the mists of Druskenvald. An
GM, letting you as a player discover the cause alongside your character.
Suggested Story Threads. This background presents a paradox when considering threads to weave through a campaign, since the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Starting Equipment All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices. See “Winter
Survival Gear”, for more information about cold weather clothing. Trinkets Appendix A provides a table of trinkets appropriate for characters who start their adventuring careers in Icewind Dale. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Starting Equipment All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices. See “Winter
Survival Gear”, for more information about cold weather clothing. Trinkets Appendix A provides a table of trinkets appropriate for characters who start their adventuring careers in Icewind Dale. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Talk Set expectations about how players talk at the table: Make it clear who’s speaking: the character or the player (out of character). Decide how you feel about a player sharing information
that his or her character wouldn’t know or that the character is incapable of sharing as a result of being unconscious, dead, or far away. Are you all right with players retracting what they just said their characters did?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Talk Set expectations about how players talk at the table: Make it clear who’s speaking: the character or the player (out of character). Decide how you feel about a player sharing information
that his or her character wouldn’t know or that the character is incapable of sharing as a result of being unconscious, dead, or far away. Are you all right with players retracting what they just said their characters did?
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the room. Refrum is a slight, bent figure. He wears simple gray clothing, speaks in short, excited gasps, and waves his arms when carried away with enthusiasm. The inventor is one of the last