Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'rounded saving'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        round saving
                                    
                                
                                    
                                        rounds saving
                                    
                                
                        
                    
                
                        
                                                     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
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     make an ability check.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Pseudopod. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.Lightning, SlashingAcid
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     upside down on ceilings, without needing to make an ability check.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Pseudopod. Melee Weapon Attack: +3;{"diceNotation
                                                
                                            
                                                
                                                     to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.Acid, Cold, Lightning, Slashing
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage
                                                
                                            
                                                
                                                     sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour.
While marked, a creature can’t become hidden from
                                                
                                            
                                                
                                                     distance and direction to the creature.Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In
                                                
                                            
                                                
                                                     slithering tracker can grapple only one target at a time.
While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , and the drone knows the distance and direction to the amulet. If the drone is within 60 feet of the drone’s wearer, half of any damage the wearer takes (rounded up) is transferred to the drone
                                                
                                            
                                                
                                                     magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     to the target. Whenever Exethanter takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Exethanter takes half the damage (rounded down), and the target takes the
                                                
                                            
                                                
                                                    Legendary Resistance (3/Day). If Exethanter fails a saving throw, he can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target
                                                
                                            
                                                
                                                    Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                    Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
                                                
                                            
                                                
                                                    ":"force"} force damage.Mirrored Damage. In response to being damaged by a creature it can see within 120 feet of itself, the fractine forces that creature to make a DC 16 Constitution saving throw. On
                                                
                                            
                                        
                                                    Cloaker
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
                                                
                                            
                                                
                                                     feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving
                                                
                                            
                                        
                                                    Lich
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10;{"diceNotation
                                                
                                            
                                                
                                                     kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.Paralyzing Touch. Melee Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"spell","rollAction
                                                
                                            
                                        
                                                    Valindra Shadowmantle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
                                                
                                            
                                                
                                                    Legendary Resistance (3/Day). If Valindra fails a saving throw, it can choose to succeed instead.
Rejuvenation. If she still has a phylactery and is destroyed, Valindra gains a new body in 1d10
                                                
                                            
                                        
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down
                                                
                                            
                                                
                                                     creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the
                                                
                                            
                                        
                                                    Summon Construct
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start
                                                
                                            
                                                
                                                     of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit
                                                
                                            
                                        
                                                    Summon Fey
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell
                                                
                                            
                                                
                                                     make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
                                                
                                            
                                        
                                                     Spells
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your
                                                
                                            
                                                
                                                     in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                    Summon Undead
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit
                                                
                                            
                                                
                                                     5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell
                                                
                                            
                                        
                                                    Summon Fiend
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful
                                                
                                            
                                                
                                                     one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical
                                                
                                            
                                        
                                                    Summon Aberration
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
                                                
                                            
                                                
                                                    
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target
                                                
                                            
                                        
                                                     Spells
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Scythe attacks equal to half the level of the spell (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., the creature haunted by Haunt
                                                
                                            
                                                
                                                     spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the frightened condition until the start of the target’s next turn. The target remains haunted until it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the
                                                
                                            
                                                
                                                     died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    . An invisible, magical aura surrounds the creature. Colors are muted within 30 feet of the creature, and other creatures in that area have disadvantage on Charisma checks and Charisma saving throws
                                                
                                            
                                                
                                                     texture, becoming difficult terrain.
 3–4: Miraculous Resilience. This creature gains temporary hit points equal to half the damage the critical hit dealt (rounded up).
 5–6: Disrupted Gravity. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each
                                                
                                            
                                                
                                                    . (hover)
  STR
 18 (+4)
 DEX
 12 (+1)
 CON
 16 (+3)
 INT
 15 (+2)
 WIS
 15 (+2)
 CHA
 11 (+0)
 
 Saving Throws Int +5, Wis +5
 Skills Perception +8
 Condition Immunities charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     feet until the start of that creature’s next turn.
 Actions
 Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
 Chilling Rend. Melee Weapon Attack
                                                
                                            
                                                
                                                     succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the chosen damage type until the spell ends.
 Actions
 Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
 Rend. Melee
                                                
                                            
                                                
                                                    . Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     fire damage.
 Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your
                                                
                                            
                                                
                                                     this spell’s level (rounded down).
 Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
 Reactions
 Berserk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     spell’s level (rounded down).
 Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
 Bonus
                                                
                                            
                                                
                                                     on the next attack roll it makes before the end of this turn.
 Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of
                                                
                                            
                                                
                                                    . You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
 Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as
                                                
                                            
                                                
                                                     spirit makes a number of attacks equal to half this spell’s level (rounded down).
 Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    
 Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.
                                                
                                            
                                                
                                                    )
Saving Throws Int +3, Wis +6, Cha +3
 Skills Perception +9, Stealth +5
 Condition Immunities blinded, charmed, deafened, frightened, prone
 Senses blindsight 120 ft. (blind beyond this radius),passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of
                                                
                                            
                                                
                                                    . You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated
                                                
                                            
                                                
                                                    .
 Actions
 Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
 Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     may be seen stone doors recessed in the wall, and to the north a set of stairs leads down.
 In the center of the chamber sits a large polished boulder amid a pile of smaller rounded rocks. The
                                                
                                            
                                                
                                                     necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.
 Devil’s
                                                
                                            
                                                
                                                     Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
 Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
 Actions
 Multiattack
                                                
                                            
                                        





