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                        Returning 35 results for 'save all closed'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
                                                
                                            
                                                
                                                    .
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
                                                
                                            
                                                
                                                     spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, detect magic, detect thoughts
                                                
                                            
                                                
                                                     leaders as âignorant foolsâ who are âclosed to the flexibility and power of arcane magic.âPoisonCold, Lightning, Necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . The cone doesnât function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought canât leave the Astral Plane, nor can it be banished or otherwise
                                                
                                            
                                                
                                                    , taking 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Projection", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The target must make a DC 22 Wisdom saving throw, taking 49 (9d10);{"diceNotation":"9d10","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
                                                
                                            
                                                
                                                     close my eyes, I see my past misdeeds.â
5
âI donât trust my sight. I have no idea whatâs real and whatâs a hallucination.â
6
âSomething watches the world through my eyes. To thwart them, I keep my eyes closed or covered.â
Poison, Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     of his next turn.
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
                                                
                                            
                                        
                                                    Unicorn
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     unicornâs innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass
                                                
                                            
                                                
                                                     closed lanterns are unaffected.
Creatures native to the unicornâs domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature
                                                
                                            
                                        
                                                    Astral Dreadnought
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
Astral Entity. The astral dreadnought can't leave the Astral Plane, nor can it
                                                
                                            
                                                
                                                    );{"diceNotation":"2d10+4","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Symbol
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
                                                
                                            
                                                
                                                     (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or
                                                
                                            
                                        
                                                    Glyph of Warding
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
                                                
                                            
                                                
                                                     spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Double Door Roulette Double Doors. Seven sets of double doors, six of them at the end of short hallways, stand closed.
 Scintillating Pillar. A pillar at the center of the 20-foot-high room has
                                                
                                            
                                                
                                                     area is opened â except the one to the south (see above) â the pillar emits colored rays from its myriad notches, duplicating the effect of a prismatic spray spell (save DC 22) that targets all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     grounds. There is a 50 percent chance that any of these statues are missing limbs or broken into pieces. Rule 4: No one carves statues of frightened warriors. If you see one, keep your eyes closed and your
                                                
                                            
                                                
                                                     15 Initiative â1 (9)
 HP 52 (8d8 + 16)
 Speed 20 ft.
    Ability Score Mod Save   Str 16 +3 +3 Dex 8 â1 â1 Con 15 +2 +2     Ability Score Mod Save   Int 2 â4 â4 Wis 8 â1 â1 Cha 7 â2 â2   
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     creature is willing to fight, have it make a DC 10 Wisdom saving throw before Initiative is rolled. You can set the DC higher or lower if you like. On a failed save, the creature either flees or tries to
                                                
                                            
                                                
                                                     parley with the enemy (see âAvoiding or Ending a Fightâ below). On a successful save, the creature is willing to fight. When dealing with a group of creatures, the leader makes this saving throw on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
                                                
                                            
                                                
                                                    , the dwarfâs eyes open and emit light. Each creature within 10 feet of the arch must make a DC 16 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an
                                                
                                            
                                                
                                                     invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the mouth shuts must make a DC 20 Dexterity saving throw. A creature is pushed 5 feet closer to the throat on a failed save. A creature caught between the teeth that succeeds on this saving throw can
                                                
                                            
                                                
                                                     decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     to its final destination. When the characters arrive, there is no one here, but there are several closed crates awaiting transport. Most of the crates contain commercial goods like cloth, crafted
                                                
                                            
                                                
                                                     thunder damage on a failed save, or half as much on a success. The creatures within the blast radius are also covered in green ink that only comes off with repeated scrubbing over the course of months
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
                                                
                                            
                                                
                                                     in a gas-filled area must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. A creature is affected even if it holds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Evil in Baldurâs Gate Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. Theyâve closed the outer gates to
                                                
                                            
                                                
                                                     residents. To save Baldurâs Gate, the adventurers must defeat the Dead Three cultists, track down their evil financiers, wrest the Shield of the Hidden Lord from Duke Vanthampur, and pursue Grand Duke Ulder Ravengard into the Nine Hells.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     dispelled or triggered
 You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area
                                                
                                            
                                                
                                                     being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     dispelled or triggered
 You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area
                                                
                                            
                                                
                                                     being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     lid half-closed. Sticking out of the chest is a skeleton in leather armor. Close inspection reveals that the skeleton belongs to a human who triggered a poisoned dart trap. Three darts are stuck in
                                                
                                            
                                                
                                                    , and sired a stillborn son. Cursed by darkness? Of that I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.
 Your dread lord and master,
 Strahd von Zarovich
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     room are closed but unlocked. This dormitory nestles in the tree boughs and has round windows overlooking a wooden balcony. Lining the walls are ten child-sized bunks outfitted with patchwork quilts
                                                
                                            
                                                
                                                     succeeds on a DC 10 Wisdom (Medicine) check can delay the onset of the coma for an additional 1d4 + 1 hours. If the characters save Brottorâs life, Pud silently vows not to betray them to the hag. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     crawlway. The valves remain closed until the roomâs trap activates, though a knock spell or a successful DC 25 Strength (Athletics) check can force open a valve. Casting dispel magic on the illusory
                                                
                                            
                                                
                                                     tries to persuade his host to throw open the coffin lid and pummel whatever is inside. Truthful Moa points out that this tomb doesnât match the symbolism of any of his godly companions. Trap The closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     dispelled or triggered
 You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such
                                                
                                            
                                                
                                                     is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     dispelled or triggered
 You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such
                                                
                                            
                                                
                                                     is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     as warnings, knowing that the basilisk that created them is likely to be nearby. âNo one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.â
 â X the
                                                
                                            
                                                
                                                     isnât incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     save. (A creature that crawls need not make the saving throw, and creatures that have more than two legs have advantage on the saving throw.) A creature can end the restrained condition on itself by
                                                
                                            
                                                
                                                     of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways. The dust that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
 Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
                                                
                                            
                                                
                                                     tiny human stick figure. The button is locked and cannot be pressed while the crystal door is open. If the button is pressed while the door is closed, the light emanating from the crystal dome on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     intervene and save the family, Linan explains that they must make their way to the keep (at area 1); itâs the only safe place in Greenest. The raiders havenât set up an effective cordon around the
                                                
                                            
                                                
                                                     characters are the last group through the gate before it is closed and barred. After characters enter the keep, raiders encircle it in increasing numbers. Rewards Besides earning experience points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
                                                
                                            
                                                
                                                     against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Gromphâs Outer Sanctum The black marble door to Gromph Baenreâs chambers is etched with silvery runes around its edge and closed with an arcane lock keyed to him. Picking the lock requires a
                                                
                                            
                                                
                                                     imprisonment spell (save DC 17). On a failed save, the creature is trapped in minimus containment inside a gemstone in Gromphâs inner sanctum (described in the next section). The trap ceases to exist once a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Save the Mill From the parapet of the keep, someone spots a group of raiders trying to set fire to the town mill (area 4). Governor Nighthill quickly approaches the adventurers. âThe guards have
                                                
                                            
                                                
                                                    , exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words âHOMUNCULI UNWELCOMEâ in Draconic. The western door is closed and has a gold coin
                                                
                                            
                                                
                                                     must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Treasure. The items gathered here include dozens of porcelain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
                                                
                                            
                                                
                                                     against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph
                                                
                                            
                                        






