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                        Returning 30 results for 'directed saving'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Aurinax inhabits the vault and guards its treasures.
Failed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of
                                                
                                            
                                                
                                                     damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone
                                                
                                            
                                        
                                                    Detect Thoughts
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind
                                                
                                            
                                                
                                                     creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     sound and a powerful wind issuing from above. Any creature that climbs more than 30 feet up the tower, using the stairs or otherwise, must make a DC 15 Strength saving throw. On a successful save, the
                                                
                                            
                                                
                                                     supernaturally prevents flying creatures from rising more than 30 feet. Awakened Haunt. If the house is awakened or the characters seek the Leaper as directed to during a séance, the wind is replaced
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
                                                
                                            
                                                
                                                     humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
                                                
                                            
                                                
                                                     humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     breath attack not directed at them kills 1d4 NPC defenders and injures 1d6 more. Adventurers who happen to get caught in the area make normal saving throws and take standard damage. The NPCs’ attacks are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw
                                                
                                            
                                                
                                                     Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw
                                                
                                            
                                                
                                                     Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    , pepper-themed costume. “I’m your host, Vi Aroon! Is everybody ready to Greet. The. Heat?!”
    Kasem and Vi Aroon  
  The characters are directed to sit at the table. As soon as they’re seated, Vi
                                                
                                            
                                                
                                                     Random Spicy Pepper table to determine what sort of pepper they pull, along with any special effects that pepper has. The character must then make a Constitution saving throw. The DC depends on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    , and others flying to the ground.
 Each character must make a DC 13 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one. Picking Up
                                                
                                            
                                                
                                                     the Pieces Most of the magical backlash caused by the sabotage was directed at Saerthe Abizin and Boatswain Tarto, where the two were supervising the training exercises. Both are badly injured. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                                
                                                     immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     darkvision out to 120 feet. He has advantage on saving throws against poison and resistance to poison damage. He gains the Enlarge and Invisibility action options described below. Enlarge (Recharges after a
                                                
                                            
                                                
                                                     Strength saving throws with advantage. If Valtagar lacks the space to become Large, he attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally
                                                
                                            
                                                
                                                     modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the characters are at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or
                                                
                                            
                                                
                                                     immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save
                                                
                                            
                                                
                                                     hag) are found in great profusion. Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. Strange carved figurines
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     goblinoid settlement (area 21), denying them access to level 4 until they have met with Azrok and Lurkana. If the characters go where they are directed, Kliyuse assigns two hobgoblins to see that they
                                                
                                            
                                                
                                                    , but its Disintegration Ray is replaced with the following: Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     specific mortals. Belashyrra’s warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes. Belashyrra’s Cults. The Lord
                                                
                                            
                                                
                                                    
  22 (+6)
 
  CHA
  23 (+6)
Saving Throws Int +14, Wis +13, Cha +13
 Skills Arcana +14, Perception +13
 Damage Resistances poison, psychic
 Condition Immunities blinded, charmed, exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     overloaded, those gates will attune themselves to the location where the power of the Chosen is being directed — the vault itself. In order to create that overload, six black gates in other sectors must
                                                
                                            
                                                
                                                     to create opportunities for interesting interactions. If combat statistics become necessary, a helpless Chosen has AC 10, has 5 hit points, and makes checks and saving throws with a +0 modifier. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     a few days, and so likewise does not know Mayastan Sadaar’s fate. Alessia’s Aid. Alessia does not wander the temple except as directed by Valin, who sends orders to the attendant through her canopic
                                                
                                            
                                                
                                                     creature that enters the area and can see normally is overwhelmed by multiple visions of itself. Each creature that passes through this area must succeed on a DC 20 Dexterity saving throw or accidentally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     buried in a pit full of these husks can’t breathe or see. Trapped Platforms. Whenever a creature steps onto a platform, it must succeed on a DC 10 Constitution saving throw or be engulfed by a swarm
                                                
                                            
                                                
                                                     of biting, stinging insects that emerge from the demonic faces. The creature takes 5 (2d4) piercing damage and 5 (2d4) poison damage, and must succeed on a DC 15 Dexterity saving throw or fall off the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while
                                                
                                            
                                                
                                                    . The DM should limit damaging effects to dealing 10 damage to a single target (5 damage for a multitarget or area effect) per franchise rank. When a saving throw is required, a good DC is 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     deals 28 (8d6) fire damage to each creature in the warehouse, or half damage to creatures that succeed on a DC 15 Dexterity saving throw. Every creature that starts its turn in the burning warehouse
                                                
                                            
                                                
                                                     make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Incorporated franchises will attract the attention of Acq Inc Head Office, and Splugoth the Returned wants that attention directed elsewhere while his plan to claim the orrery comes together. FREE SAILING
                                                
                                            
                                                
                                                     within 10 feet of the door must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage from the rain of arrows on a failed save, or half as much damage on a successful one. The trap does
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
                                                
                                            
                                                
                                                     without a swimming speed that moves into the stream for the first time on a turn or starts its turn there must succeed on a DC 10 Strength saving throw or be swept 40 feet downstream. Swimming against
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     perilous, and each creature doing so must make a DC 14 Dexterity saving throw. On a failed save, a creature either tumbles down the stairs before being able to stop itself or pitches over the edge and
                                                
                                            
                                                
                                                     directed at the door to area H8. When the characters are ready, the ghost wishes them luck. As soon as a damage-dealing spell targets the door, the ground trembles and a cold wind gusts through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , triggers the trap. When triggered, the trap fills the entire room with noxious green gas. Creatures caught in the gas must succeed on a DC 10 Constitution saving throw or cough and choke loudly for 1d4
                                                
                                            
                                                
                                                     DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save or half as much on a successful one. Treasure. The incense burner is worth 5 gp, and the silver statue is worth 50 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     giants.
 Slaves: Labor-saving Devices It takes a lot of work to build and maintain a fire giant stronghold. Most of that effort comes not from the giants themselves, but from the slaves that they keep
                                                
                                            
                                                
                                                     a rule fire giants view humans in much the same way that humans view horses: they have utility if properly directed, and some might be prized for rare qualities, but even the smartest, best trained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     (1d4 + 2) bludgeoning damage plus 7 (3d4) thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. Miss: The boomerang returns to
                                                
                                            
                                                
                                                     such gestures are directed her way. She sees ordinary mortals as expendable, weak-willed toys and has brought many individuals to the Cult of the Howling Hatred by seducing them with her powers of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the Eye of the Efreet. These creatures are hostile unless the characters arrive with an escort, in which case the characters are directed to area B23 to make an appointment to see Jarazoun. Once the
                                                
                                            
                                                
                                                     you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the
                                                
                                            
                                        






