Attire is a type of clothing for humanoids.
Cold Weather Clothes. This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.
Common Clothes. Basic daily attire for commoners.
Costume. A set of costumes for a particular performance.
Crampons. A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice.
Fine Clothes. Elegant attire for special events.
Religious Vestiment. A religious vestiment has a holy symbol drawn, imprinted, inscribed, knitted, written, or otherwise recorded on it that belongs to a deity, typically used for cerimonies and rituals.
Robes. Comfortable attire for general use.
Snowshoes. Snowshoes grants advantage on ability checks against deep snow.
Traveling Clothes. Insulated and water resistant.
Tack is a type of clothing for non-humanoid creatures used as mounts, such as beasts and monstrosities.
Brit and Bridle. A bit and bridle is required to control a mounted creature.
Exotic Saddle. An exotic saddle is required to mount any creature that has a burrowing, climbing, flying, hovering, or swimming speed without falling.
Military Saddle. A military saddle grants a riding creature advantage on Dexterity saving throws to avoid falling off the mount.
Pack Saddle. A pack saddle grants a non-humanoid creature immunity to the encumbered condition, provided it is carrying any gear inside a saddlebag, as well as to the mounted condition.
Riding Saddle. A riding creature doesn't make Dexterity saving throws to avoid falling from the mount with disadvantage, provided the mounted creature is wearing a riding saddle.
The following options are available with the Use action while equipped with one of these objects.
You can take the Use (Tie) action to tie a knot, typically for a rope or a piece of clothing. You make an Intelligence (Sleight of Hand) check. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check.