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Dungeon Chic and Elven Haute Couture

W
hen a character chooses a background, they Made to Measure
get a suit of clothes. Just one suit, with no Although most people are content to wear standard, off-the-
description beyond 'common' or 'fine'. And peg clothes, none can deny that proper tailoring can do
how many times have you seen a character go wonders in terms of both comfort and appearance. Having an
through an entire campaign without changing item of clothing or armour made to measure adds 50% to the
their clothes even once?! Madness, I say. This cost of the item, and once made, an outfit cannot be tailored
article intends to address the scandalous lack to a different body. While wearing a complete suit of clothes
of attention given to civilian clothing in the core rules, by or armour that are tailored specifically to you (and only while
suggesting some variant rules, adding in more outfits, and in your natural form, if you are a shapechanger), you gain a +1
providing some statistics for common accessories. bonus to Athletics or Acrobatics checks that involve
expansive movement, and to Performance and Persuasion
Variant Rules checks where your physical attractiveness is a factor.
Conversely, you suffer a -1 penalty to the same checks while
Dress in Layers You can wear up to two outfits at once. If you wearing any item tailored to someone else.
do so, you only gain the benefits of the outermost set.
Halfling Discount
No Rest for the Armoured All items of clothing and armour now come in fixed sizes. No
A character wearing medium or heavy armour for the entire creature can attempt to wear a garment from the wrong size
duration of a short rest cannot regain hit points during that category. The list price is for medium items; the cost is halved
rest. A character wearing any sort of armour during the sleep for each size category smaller and doubled for each size
or trance portion of their long rest does not lose any levels of category larger than that.
exhaustion, and must instead make a constitution check in
order to avoid gaining a level of exhaustion. The DC for this Rapid Costume Change
check is equal to the base AC of the armour they are wearing Generally, it takes 1 minute to don an outfit of clothing, and a
(e.g. 18 for plate armour). whole outfit can be doffed as an action. However, any suit
with a gp value of 10 or more when new is more complicated,
Wear and Tear and therefore requires 10 minutes to don and 1 minute to
All civilian clothes will eventually wear out. After an outfit has doff, or half as long if someone else is able to help. A
been worn for a number of days indicated in the table below, character can attempt to doff one outfit and don a new one as
it will be ragged and unusable. Ragged clothing fetches only a part of the same action by attempting a DC 20 Dexterity
tenth of its original price if sold, though it can be repaired by (Sleight of Hand) check. On a success, the operation is
a proficient tailor or the mending spell. completed without issue; on a failure no change of clothes
happens and the character is restrained (escape DC 10) as
they become entangled in fabric.
New Adventuring Gear
The table below contains a summary of both new and
existing items. The value in the 'durability' column indicates
the number of days an item will last under the Wear and Tear
variant rule. All outfits are considered to include basic Ceremonial Outfit. This special outfit is intended to be worn
footwear. only once, at an occasion such as a wedding, funeral, or
graduation from wizarding school.
Dwarven Work Overalls. These toughened clothes are
made from the fibres of a unique subterranean plant. While
Item Cost Weight Durability wearing them, your AC against attacks that would deal acid,
bludgeoning or fire damage is equal to 11 + your Dexterity
Ceremonial Outfit 25 gp 10 lb. 5 modifier. The overalls do not count as armour, and do not
Common Clothes 5 sp 3 lb. 100 require any sort of proficiency to use.
Elven Long Robes. These silken robes are popular among
Costume 5 gp 4 lb 30 mages. While wearing them, your AC against spell attacks is
Dwarven Work Overalls 10 gp 5 lb 250 equal to 11 + your Dexterity modifier. The robes do not count
Elven Long Robes 20 gp 4 lb 50 as armour, and do not require any sort of proficiency to use.
Exotic Finery. This unusual outfit is worn in hot climates
Exotic Finery 25 gp 2 lb.* 10 by the same sorts of people who would wear fine clothes in
Fine Clothes 15 gp 6 lb. 50 temperate climates.
Lightweight Clothes. These clothes are similar to
Lightweight Clothes 4 gp 2 lb.* 100 common clothes, but are made from lighter materials - or
Priest's Vestments 5 gp 4 lb. 75 simply less material overall - such that they remain
Robes 1 gp 4 lb. 100 comfortable to wear in hotter weather.
Sackcloth Shift. A garment reserved for the lowest of the
Sackcloth Shift 1 cp 1/2 lb.* 50 low, this is simply a sack with a few holes cut in it. Individuals
Soldier's Uniform 1 gp 3 lb. 50 clad in sackcloth are unlikely to be welcome in polite society.
Soldier's Uniform. These uniforms are mass-produced
Sumptuous Regalia 50 gp 7 lb. 10 from cheap materials, but grant the wearer advantage on
Traveler's Clothes 2 gp 4 lb. 200 Charisma (Deception) checks made to pass themselves off as
Winter Clothes 10 gp 10 lb. 200 a soldier.
Sumptuous Regalia. The finest everyday clothing money
can buy, a person would wear this to show off their wealth
and impress their peers.
Winter Clothes. Specially-designed warm clothing, which
* The total weight of a character's clothing, including typically includes hats and gloves, grants its wearer immunity
accessories, must be 2 lbs or less to be considered 'light' to the dangers of extreme cold.
enough not to impose disadvantage on saves against extreme
heat as per page 110 of the DMG.
New Accessories Alchemist's Gloves. While wearing these specially treated
The accessories below can be worn in conjunction with gloves, you can safely handle acids and contact poisons
armour or clothing, though they are subject to the rules about without any risk to yourself. However, you have disadvantage
wearing and wielding magic items on pages 140-141 of the on all Sleight of Hand checks due to the gloves' bulky
DMG; it should be noted that only one cloak, cape, mantle, construction.
shawl, stole or coat can be worn at any one time. Ascetic's Stole. An accessory worn by priests and monks,
this stole gives you an air of authority in religious matters.
When worn in combination with a set of priest's vestments,
you gain a +1 bonus on any Religion checks you make.
Item Cost Weight Body Part Chintzy Pewter Ring. This style of ring is often worn on
Alchemist's Gloves 5 gp - Hands the pinky finger to indicate allegiance to a certain cause or
membership of a certain organisation.
Ascetic's Stole 2 gp - Torso Cloak o' Many Pockets. A favourite of bards and rogues,
Chintzy Pewter Ring 2 cp - Fingers the cloak o' many pockets is lined with hundreds of tiny
Cloak o' Many Pockets 10 gp 1 lb Torso pockets that can hold all manner of knick knacks. While
wearing this cloak, you can draw or stow up to two items as
Crampons 5 gp 1 lb. Feet part of the same object interaction, as long as the items are
Dark Cloak 5 sp - Torso small enough to fit into the palm of your hand.
Crampons. These boots have spiked attachments. While
Fur Cloak 5 gp 1 lb. Torso wearing them, ice and icy surfaces do not count as difficult
Hachimaki 2 gp - Head terrain, but base walking speed is reduced by 10 feet.
Heat-proof Gloves 15 gp - Hands Dark Cloak. A simple hooded cloak, dyed a dark colour,
good for hiding in the shadows. You gain a +1 bonus on
Heavy Coat 20 gp 2 lb. Torso Dexterity (Stealth) checks in dim light or darkness.
Hobnail Boots 10 gp 1 lb. Feet Fur Cloak. A heavy fur cloak can grant some protection
against cold temperatures. You have advantage on saving
Kerchief 10 gp - Neck throws inflicted by extreme cold.
Mood Ring 1 cp - Fingers Hachimaki. This slogan-bearing headband is worn to
Rain Cloak 8 gp 1 lb. Torso focus one's energies. While wearing it, you are always ready
for action, and gain a +1 bonus on Initiative checks.
Riding Boots 5 gp 1 lb. Feet Heat-proof Gloves. These thick gloves protect against
Siegeball Scarf 1 sp - Neck heat, making them useful for chefs, blacksmiths and
apprentice wizards. You can safely handle hot or burning
Signet Ring 5 gp - Fingers objects up to 2,000°F while wearing them. However, you have
Silk Gloves 6 gp - Hands disadvantage on all Sleight of Hand checks due to the gloves'
Silk Scarf 4 gp - Neck bulky construction.
Heavy Coat. A heavy coat, such as a duster or trenchcoat,
Stiletto Boots 10 gp 1 lb. Feet provides some protection against the elements. You have
Thumb Ring 5 gp - Fingers advantage on saving throws related to heavy rain, wind or
snow, even if they are magical in nature.
Wide-brimmed Hat 12 gp - Head Hobnail Boots. These sturdy boots give you superior grip
on soft surfaces. Muddy, boggy and moss-covered surfaces do
not count as difficult terrain for you.
Kerchief. This thin scarf can double as a mask for filtering
out noxious vapors. When you are exposed to dangerous
fumes, inhalation poisons, toxic vapors or any other
breathable hazards, you can use your reaction to put your
kerchief over your mouth and nose. When you do so, you
suffer no harm from the vapor for the first minute of
exposure.
Mood Ring. This cheap ring supposedly changes colour
based on the wearer's mood, but actually does nothing of the
sort.
Rain Cloak. This oiled leather cloak is designed to keep you
dry in the rain. While wearing it, you can ignore the effects of
heavy rain, as defined on page 110 of the DMG.
Riding Boots. These boots are convenient for fitting into
stirrups, and feature built-in spurs that make them ideal for
use by cavaliers. When a mount you are riding takes the Dash
action, it can move an extra 5 feet beyond its normal speed.
Siegeball Scarf. While wearing your team's siegeball scarf,
you gain a +1 bonus on any Charisma checks made to
interact with fellow fans. Supporters of rival teams
immediately become hostile to you, however.
Silk Gloves. These luxurious gloves cover your hands
without reducing your dexterity. You do not leave any
fingerprints while wearing these gloves.
Silk Scarf. A silk scarf is a colorful accessory that
works with all sorts of outfits. When worn in
combination with a made-to-measure outfit, the
bonus to Charisma checks is doubled.
Stiletto Boots. These boots have long, thin
heels. When you make unarmed strikes with
your feet, you deal piercing damage rather than
bludgeoning damage. However, you can only move
at half of your normal speed when you take the
Dash action.
Thumb Ring. A thumb ring is used by archers to protect
their thumb from the bowstring. When wielding a
shortbow or longbow, the thumb ring increases the
weapon's long range by 10 feet (it has no effect on the short
range).
Wide-brimmed Hat. A hat with a wide brim provides
shade for the face and eyes. If you have the Sunlight
Hypersensitivity feature, it is downgraded to ordinary
Sunlight Sensitivity while you are wearing the hat.

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