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                        Returning 16 results for 'designated saving'.
                    
                
                        
                            
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                                        designate saving
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Lair Action (Aging)"} years older or younger (the
                                                
                                            
                                                
                                                     designated by the caster to their normal time.
The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can
                                                
                                            
                                        
                                                    Compulsion
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed
                                                
                                            
                                                
                                                     much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the
                                                
                                            
                                        
                                                    Gynosphinx
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Aging"} years older or younger (the sphinx&rsquo
                                                
                                            
                                                
                                                     moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Intelligence saving throws.Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                    . The sphinx can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20
                                                
                                            
                                        
                                                    Androsphinx
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature
                                                
                                            
                                                
                                                     that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second
                                                
                                            
                                        
                                                    Antipathy/Sympathy
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see
                                                
                                            
                                                
                                                     the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
                                                
                                            
                                                
                                                     hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
                                                
                                            
                                                
                                                     hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal. The
                                                
                                            
                                                
                                                     return the caster and up to seven other creatures designated by the caster to their normal time. The sphinx shifts itself and up to seven other creatures it can see within in its lair to another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
                                                
                                            
                                                
                                                     such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
                                                
                                            
                                                
                                                     such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Spire at the designated date and time. As modest thanks for saving him, he gives each character an obsidian gemstone worth 10 gp. He then offers them a job, delivering a sack full of raw gemstones (worth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     the following properties. Wyrmslayer. As an action, you can point the claw at a Dragon within 30 feet of you. The target must then succeed on a DC 15 Constitution saving throw or gain vulnerability to
                                                
                                            
                                                
                                                     feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any Dragon has disadvantage on saving throws and can have a flying speed no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While
                                                
                                            
                                                
                                                     other object designated by the creating spellcaster. This payment is made whether the caster using the spell is aware of the royalty component or not. If the caster does not have sufficient funds, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If
                                                
                                            
                                                
                                                    , attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.
 1. Roll the die and add a modifier. Roll a d20 and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     fight use the rules for Dexterity (Stealth) checks. If a wizard casts a spell like fireball during a surprise round, do the enemies get disadvantage on their saving throw? Being surprised has no effect
                                                
                                            
                                                
                                                     weapons? Things designated as weapons by the rules, including natural weapons, are indeed weapons. In contrast, unarmed strikes are not weapons. They are something you do with an unarmed part of your
                                                
                                            
                                        






