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Returning 35 results for 'masters saving with over are focus for land'.
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master saving with over are focus for long
matter saving with over are focus for long
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of
Magic Items
Dungeon Master’s Guide
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
Magic Items
Dungeon Master’s Guide
a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
.
Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane:
Ring of Elemental Command (Air);Air. You know Auran, you have
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
, crystal;Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
choose to succeed instead.
Magic Resistance. The beast has Advantage on saving throw;saving throws against spells and other magical effects.
Regeneration. The beast regains 20 Hit Points at the
Classes
Forgotten Realms: Heroes of Faerûn
different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a
land teeming with genies.
Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share
Monsters
Stranger Things: Welcome to the Hellfire Club
":"1d8+2", "rollType":"damage", "rollAction":"Hayfork", "rollDamageType":"Piercing"} Piercing damage.
G’wan, Git! (1/Day). Wisdom Saving Throw: DC 11, one creature Rilly June can see within 60
to suffer from a mysterious blight, she was determined to investigate the cause. Rilly June is stern and tough, but she’s got a soft spot for animals and the other people who work her family’s land or look out for the common folk.
Monsters
Lorwyn: First Light
Longbow", "rollDamageType":"Poison"} Poison damage.
Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Monsters
Lorwyn: First Light
Cataclysm"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4;{"diceNotation":"1d4", "rollType":"roll
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Properties of the Crystal. While attuned to the crystal, you gain the following benefits:
Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus.
Flight. You have a Fly Speed of 30 feet and
. The target makes a DC 18 Dexterity saving throw, taking (6d6 + 6) Radiant;{"diceNotation":"6d6+6", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage on a failed save
Monsters
Astarion's Book of Hungers
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
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
Monsters
Mythic Odysseys of Theros
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
.
Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest
Nightwalker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage
Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
Enervating Focus. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Enervating Focus
School of Illusion
Legacy
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Classes
Player’s Handbook (2014)
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible
seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Hit: 28 (5d8 + 6);{"diceNotation":"5d8+6","rollType":"damage","rollAction":"Enervating Focus","rollDamageType":"necrotic"} necrotic damage. The target must succeed on a DC 21 Constitution saving throw
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
Monsters
Mythic Odysseys of Theros
saving throw or be knocked prone.Deflect Attack. The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.Extra pairs
archons' monuments and fortresses.
Yet many of the transformed giants refused to be part of the archons' war machine. Seeking to escape their masters, they fled into the wilderness. The furious archons
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical
targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping
Bulette
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed
on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage","rollAction":"Deadly Leap","rollDamageType
Magic Items
Fizban's Treasury of Dragons
you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
Dragon-Touched Focus (Wakened);Wakened (Very Rare). The Wakened focus has the Slumbering and
-Touched Focus (Slumbering);Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Dragon-Touched Focus
Dust Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Whirlwind","rollDamageType":"bludgeoning"} bludgeoning
succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked
Monsters
Eberron: Rising from the Last War
Evasion. If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw
saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Vitality Drain","rollDamageType":"necrotic"} necrotic damage, and the dolgaunt regains a
Cloudkill
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving
10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings
Monsters
Mythic Odysseys of Theros
Evasion. If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
the leonin prides.
Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants
Monsters
Guildmasters’ Guide to Ravnica
). The blastseeker makes one attack roll, ability check, or saving throw with advantage.Warhammer. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Warhammer"} to hit
","rollType":"damage","rollAction":"Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage if used with two hands.While chemisters focus on inventing new tools, weapons, and other devices for
Monsters
Ghosts of Saltmarsh
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target
minutes.Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers
Adult Black Dragon
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful
. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
Monsters
Fizban's Treasury of Dragons
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the ghost dragon fails a saving throw, it can choose to succeed
saving throw. On a failed save, the creature takes 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Terrifying Breath", "rollDamageType":"cold"} cold damage and is frightened of the
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. Davil has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Davil is a 12th-level spellcaster. His spellcasting ability is Charisma
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need






