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Returning 35 results for 'make some with only again fails for life'.
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Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what
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
Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Magic Items
Dungeon Master’s Guide
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
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
a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Spells
Player’s Handbook
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the
Spells
Player’s Handbook
fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
;t lost.
If Fireball is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On
copier must succeed on a DC 13 Intelligence (Arcana) check. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
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
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only
half damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination
Spells
Player’s Handbook
, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell
Monsters
Monster Manual
Evasion. If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half
damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The bandit makes three attacks, using Scimitar or Pistol in any combination.
Scimitar. Melee
Monsters
Monster Manual
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
Spells
Player’s Handbook
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
.
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
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
its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks, and it can make one Slam attack at any point during that move.Poison, PsychicNecrotic, Radiant
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
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
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
.
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.
Rend. Melee Attack Roll: +11
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Monsters
Monster Manual
taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.Acid
Monsters
Monster Manual
pit fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.Multiattack. The pit fiend
+ 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature, it must make the following saving throw. Constitution
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
Monsters
Monster Manual
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
hag casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
Spells
Player’s Handbook
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration
Monsters
Spelljammer: Adventures in Space
10 feet of the ssurran must make a DC 11 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Defile","rollDamageType":"necrotic"} necrotic damage on a
failed save, or half as much damage on a successful one. The ssurran regains 5 (1d10);{"diceNotation":"1d10","rollType":"heal","rollAction":"Defile (healing)"} hit points for each creature that fails
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16
Monsters
Guildmasters’ Guide to Ravnica
feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Disrupt Life","rollDamageType":"necrotic"} necrotic damage on a
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Regeneration. The lich regains 10 hit points at the start of its turn. If the lich takes fire or
Monsters
Ghosts of Saltmarsh
","rollDamageType":"cold"} cold damage.
Undead Fortitude. If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead.Multiattack. The drowned master makes two attacks: one with its greatsword and one with its Life
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Legacy
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Magic Items
Xanathar's Guide to Everything
wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds
, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.






