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Returning 35 results for 'matters saving with once activity find for land'.
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Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
Each target must succeed on a Wisdom saving
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can
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
strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a
Magic Items
Dungeon Master’s Guide
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
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
Spells
Player’s Handbook
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
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
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.
Backgrounds
Forgotten Realms: Heroes of Faerûn
that’s dotted with ancient obelisks enchanted to imprison Fiends and home to dragons, gnolls, and other deadly creatures. Friendships are hard to find in such an isolated land, and you’ve learned to keep strangers at a distance.
Monsters
Stranger Things: Welcome to the Hellfire Club
Magic Resistance. Flizzlebin has Advantage on Saving Throw;saving throws against spells and other magical effects.
Ventriloquist. Flizzlebin can project his voice from anywhere within 1 mile of
into dungeons to test their skills. The so-called “Vanishing Gnome’s” favorite game involves hiding within dangerous dungeons and rewarding those who find him with priceless treasures.
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
Monsters
Forgotten Realms: Adventures in Faerûn
Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
following effect. Constitution Saving Throw: DC 16. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewyvern under the DM’s control and has 20
draconic-humanoid hybrids. Most werewyverns possess a draconic greed and ferocity and thus often find work as bandits, mercenaries, or assassins. They are opportunistic warriors and prefer ambushes when
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Forgotten Realms: Adventures in Faerûn
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. It can replace one attack with a
", "rollAction":"Rend", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC
Monsters
Forgotten Realms: Adventures in Faerûn
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. It can replace one attack with a
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Monsters
Acquisitions Incorporated
Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
world.
Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in
Monsters
The Wild Beyond the Witchlight
Antimagic Susceptibility. The tin soldier is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the tin soldier must succeed on a Constitution saving throw against
. They charge forth to investigate any suspicious activity they see or hear, meaning that they are easily distracted.Poison, Psychic
Suggestion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are
some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested
Monsters
Mythic Odysseys of Theros
ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic Resistance. The oread has advantage on saving throws against spells and other magical effects.Multiattack. The oread
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Mass Suggestion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you
onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the
Monsters
Storm King's Thunder
with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear
Raven: animal messenger (raven only), polymorph (self only; into a raven only)
Blue Bear: enhance ability (bear’s endurance only), heroism
Elk: find steed (cast as 1 action; elk only), haste
Gray
Backgrounds
Mythic Odysseys of Theros
: Vehicles (land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
Favored Event
chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
to nature and that protect and respect the land, such as druid;druids and treant;treants (both appear in the Monster Manual). Some treants have wood woad servants by virtue of age-old pacts with druids
Geas
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can
understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner
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
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
Curse of Strahd
"} slashing damage with the weapon.
Vengeful Glare. Vladimir targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a
frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.Vladimir Horngaard joined the






