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Returning 35 results for 'choose into cantrip blade save next'.
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Monsters
Monster Manual
"} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
magical effects.Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flame
Monsters
Monster Manual
the target’s Hit Point maximum decreases by an amount equal to the damage taken. Failure or Success: The death knight can’t take this action again until the start of its next turn.
Lunge. The death knight moves up to half its Speed, and it makes one Dread Blade attack.Necrotic, Poison
Legendary Resistance (3/Day). If the death knight fails a saving throw, it can choose to succeed instead.
Magic Resistance. The death knight has Advantage on saving throws against spells and other
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
least 1 Hit Point.Multiattack. The slaad makes two Chaos Blade attacks.
Chaos Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Chaos Blade"}, reach 10 ft. Hit: 11
Spells
Player’s Handbook
Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
Monsters
Monster Manual
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Shadow Blade"}, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Monsters
Monster Manual
Pact Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction
":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting
Spells
Player’s Handbook
:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Spells
Player’s Handbook
saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next
Monsters
Monster Manual
-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.Multiattack. The aspirant makes three Dread Blade
attacks.
Dread Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage
Monsters
Monster Manual
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Heated Blade"}, reach 5 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Heated Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (2d12
Spells
Player’s Handbook
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Spells
Player’s Handbook
next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spells
Player’s Handbook
the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
Attack;Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Monsters
Monster Manual
days.Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm
Blade"}, reach 5 feet. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Spells
Player’s Handbook
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Items
Dungeon Master’s Guide
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
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Spells
Player’s Handbook
or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Items
Dungeon Master’s Guide
’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
(Cantrip);Cantrip
Common
13
+5
Spell Scroll (Level 1);1st
Common
13
+5
Spell Scroll (Level 2);2nd
Uncommon
13
+5
Spell Scroll (Level 3);3rd
Uncommon
15
+7
Spell Scroll
Magic Items
Dungeon Master’s Guide
save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action
save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
Magic Items
Dungeon Master’s Guide
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Magic Items
Dungeon Master’s Guide
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Spells
Player’s Handbook
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Monsters
Monster Manual
. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +14
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Invisibility, Mage
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Magic Items
Dungeon Master’s Guide
While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys
your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can’t be used this way again until the next dawn.