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Returning 35 results for 'save change'.
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some change
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Spells
Player’s Handbook
.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
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
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
Backgrounds
Sword Coast Adventurer's Guide
from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
6
I’m always picking things up, absently
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe
spells
your spell save DC. On a failed save, you may pick one of the following changes and apply it to the creature’s stat block.
1 - Increase or decrease the damage of all of the creature’s
damage and change the damage type of that attack. If it deals Bludgeoning, Piercing, or Slashing damage, you may change it to Acid or Poison damage. If it deals any other damage type, you may change
Transmuter
Legacy
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Monsters
Volo's Guide to Monsters
Spellcasting. The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to
choice whenever the transmuter chooses this benefit)
If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.Quarterstaff. Melee
magic-items
. Eating a sugarbomb that has this property while under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change
is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
Oni
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: darkness
","rollDamageType":"slashing"} slashing damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Glaive","rollDamageType":"slashing"} slashing damage in Small or Medium form.
Change
Yuan-ti Malison (Type 2)
Legacy
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Monsters
Monster Manual (2014)
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
Feats
Dragonlance: Shadow of the Dragon Queen
. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the
end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your
magic-items
1d8 + 7 expended charges daily at dawn.
State Change. The staff has a powerful control over the various states of water. As a Bonus Action while holding the staff, you can mentally command the staff
’s ever-present bounty of water to magically change its state into a gas, liquid, or solid. The properties of each state are detailed below. Alternatively, you can expend 1 charge as a Reaction
magic-items
This magic weapon is forged using iron from the stars. While you’re attuned to this weapon, you can call upon its latent stellar energy to catalyze change within the metal, creating endothermic
orbiting Battleaxe against a target you can see within 20 feet of you.
State Change. This weapon can change between its two states using the following properties:
Fusion. While holding both fissioned
magic-items
This magic weapon is forged using iron from the stars. While you’re attuned to this weapon, you can call upon its latent stellar energy to catalyze change within the metal, creating endothermic
burns in its center. These flames shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light is sunlight.
State Change. This weapon can change between its two states using
Seeming
Legacy
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Spells
Basic Rules (2014)
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a
foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
Lizardfolk Shaman
Legacy
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Monsters
Monster Manual (2014)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up
Night Hag
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Change Shape. The hag magically
Yuan-ti Abomination
Legacy
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Monsters
Monster Manual (2014)
transformed. It doesn’t change form if it dies.
Innate Spellcasting (Abomination Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can
Yuan-ti Malison (Type 1)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
Monsters
Strixhaven: A Curriculum of Chaos
the spellcasting ability (spell save DC 15):
At will: guidance, mage hand, mending (as an action)
1/day each: creation (as an action), dimension door, mage armor, plant growth, polymorphAvoidant
properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these manipulations, the professors change their size
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7;{"diceNotation":"1d20+7
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Deva
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"radiant"} radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than
magic-items
This magic weapon is forged using iron from the stars. While you’re attuned to this weapon, you can call upon its latent stellar energy to catalyze change within the metal, creating endothermic
within 20 feet of you.
State Change. This weapon can change between its two states using the following properties:
Fission. While holding the fused Greataxe, you can take a Bonus Action and use a
magic-items
1d8 + 7 expended charges daily at dawn.
State Change. The staff has a powerful control over the various states of water. As a Bonus Action while holding the staff, you can mentally command the staff
’s ever-present bounty of water to magically change its state into a gas, liquid, or solid. The properties of each state are detailed below. Alternatively, you can expend 1 charge as a Reaction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
Intelligence as the spellcasting ability (spell save DC 16):
At will: fog cloud, gust of wind, sleet stormFrigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet
Couatl
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating
magic-items
another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
magic-items
saving throw to avoid or end the Poisoned condition, the creature can add its Proficiency Bonus to the save if it wouldn’t already. In addition, when an affected ally regains Hit Points from a
spell or potion while in combat, you can take a Reaction to cause that ally to regain an extra 1d6 + 2 Hit Points.
You can change the design and color of the weapon’s flag by focusing on it over the course of 1 hour, which can be done during a Short Rest.
magic-items
saving throw to avoid or end the Charmed condition, the creature can add its Proficiency Bonus to the save if it wouldn’t already. In addition, when an ally you can see within 10 feet of you takes
damage, you can take a Reaction to magically reduce the damage they take by 5. When you do, you take Force damage equal to the amount of damage you reduced in this way.
You can change the design and
Monsters
Spelljammer: Adventures in Space
":"piercing"} piercing damage.
Spellcasting (Psionics). The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 11):
3/day
also shroud themselves in hooded cloaks.
The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in
magic-items
1d8 + 7 expended charges daily at dawn.
State Change. The staff has a powerful control over the various states of water. As a Bonus Action while holding the staff, you can mentally command the staff
’s ever-present bounty of water to magically change its state into a gas, liquid, or solid. The properties of each state are detailed below. Alternatively, you can expend 1 charge as a Reaction