Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'make saving with only action form for life'.
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Magic Items
Dungeon Master’s Guide
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Spells
Player’s Handbook
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Species
Player’s Handbook
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Magic Items
Dungeon Master’s Guide
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
Spells
Player’s Handbook
life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Spells
Player’s Handbook
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.
When you take the Attack action, you can make
long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.
Equipment
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on
a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
Equipment
Inhaled Poison
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition
while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Monsters
Monster Manual
Incapacitated condition.Multiattack. The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only). Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Slam (Human or Hybrid Form Only). Melee Attack
Magic Items
Dungeon Master’s Guide
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Equipment
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Monsters
Monster Manual
Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw
creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Net
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.
A Large or smaller creature hit by a net is restrained until it is freed. A net
Spells
Player’s Handbook
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.
Your game statistics are replaced by the stat
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
Spells
Player’s Handbook
behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way
, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after
Magic Items
Dungeon Master’s Guide
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
Monsters
Monster Manual
ft. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Thorn Volley", "rollDamageType":"Piercing"} Piercing damage.
Life-Draining Root. Constitution Saving Throw: DC 20
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can’t take this action again until the start of its next turn.
Terrifying Presence. Wisdom Saving Throw: DC 19
Spells
Player’s Handbook
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game






