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Returning 35 results for 'casting of treasure save'.
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Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
":"Claw", "rollDamageType":"Poison"} Poison damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
", "rollDamageType":"Psychic"} Psychic damage.
Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell’s duration is 24 hours.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus
Spells
Player’s Handbook
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
damage on a failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Magic Items
Dungeon Master’s Guide
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Magic Items
Dungeon Master’s Guide
other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must
ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a Weapon,+1;+1 Weapon with no other properties.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
Spells
Player’s Handbook
save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
Spells
Player’s Handbook
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
Monsters
Forgotten Realms: Adventures in Faerûn
spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
Monsters
Forgotten Realms: Adventures in Faerûn
.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns
around their faces, to imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering
Spells
Forgotten Realms: Heroes of Faerûn
ends its turn inside the Sphere. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Casting as a Circle Spell. Casting this as a
) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its
imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of
Spells
Forgotten Realms: Heroes of Faerûn
a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first
time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw
Spells
Forgotten Realms: Heroes of Faerûn
of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire
, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
Flight. You gain a Fly Speed of 30 feet and can hover
Monsters
Ravenloft: The Horrors Within
Throw: DC 14. Failure: The target has the Charmed condition. While the creature is Charmed in this way, its Speed is reduced to 0. The target repeats the save at the end of each of its turns, ending
, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell in this way, Lord Godefroy can target any Undead creature in Mordent, in addition to the usual
Monsters
Ravenloft: The Horrors Within
.
Spellcasting. Lorinda casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14, +6;{"diceNotation":"1d20+6", "rollType":"to hit
throw or take 2d8 Lightning damage and be pushed up to 30 feet straight toward Tepest. A creature makes this save only once per turn.
Mother’s Watchers. Creatures that have sacrificed an eye to
Monsters
Fizban's Treasury of Dragons
gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Monsters
Fizban's Treasury of Dragons
perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Monsters
Tomb of Annihilation
Spellcasting. Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting.Quarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Acid Retch", "rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.An ordinary dragonflesh grafter is
obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden
Monsters
Acquisitions Incorporated
Echo Spell (1/day). Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.
Spellcasting. Pendragon is a 4th
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
Feats
D&D Beyond Drops
choice in that area makes a Charisma saving throw (DC 8 plus the modifier of the ability increased by this feat plus your Proficiency Bonus). On a failed save, it has the Frightened condition until the end
of its next turn. On a successful save, a creature is unaffected, and it is immune to this ability for 24 hours.
Devil’s Favor. You can call on your infernal patron to aid you. When you make a
Monsters
Spelljammer: Adventures in Space
a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8","rollType":"damage
","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn
Magic Items
Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Monsters
Spelljammer: Adventures in Space
save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a
successful save, the creature takes half as much damage, and its speed isn’t reduced.Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make
Monsters
Princes of the Apocalypse
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid’s corpse, instead of using the spell’s normal casting time.Dagger. Melee Weapon Attack: +3
Monsters
Spelljammer: Adventures in Space
a 60-foot cone. Each creature in the cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Cold Breath
","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
Monsters
Spelljammer: Adventures in Space
a 90-foot cone. Each creature in the cone must make a DC 21 Constitution saving throw. On a failed save, the creature takes 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Cold
Breath","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
against spells and other magical effects.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no
for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods