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Returning 35 results for 'save save features'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Save Save is another name for a saving throw. See also “Saving Throw.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Save Save is another name for a saving throw. See also “Saving Throw.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Save Save is another name for a saving throw. See also “Saving Throw.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Save Save is another name for a saving throw. See also “Saving Throw.”
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Save Ends Effects Some creatures have a trait or action that, on a failed saving throw, imposes a debilitating effect for an extended duration. But sometimes a lucky foe can retry their saving throw
and potentially end the effect early. In such situations, the stat block specifies “save ends at start of turn” or “save ends at end of turn.” When you see this phrase, it means any creature affected
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
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. “The guards have
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. “The guards have
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. “The guards have
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Save Ends Effects Some creatures have a trait or action that, on a failed saving throw, imposes a debilitating effect for an extended duration. But sometimes a lucky foe can retry their saving throw
and potentially end the effect early. In such situations, the stat block specifies “save ends at start of turn” or “save ends at end of turn.” When you see this phrase, it means any creature affected
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
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. “The guards have
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Save the Mill (p. 10) In the first sentence, “town mill” is now “town mill (area 4).”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Save the Mill (p. 10) In the first sentence, “town mill” is now “town mill (area 4).”
Equipment
Ingested Poison
A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
Magic Items
Dungeon Master’s Guide
your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Equipment
Inhaled Poison
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its
turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
Equipment
Injury Poison
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Equipment
Injury Poison
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
Equipment
Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Equipment
been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Equipment
make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Equipment
, creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You
can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentration;concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can’t cast Suggestion in this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Equipment
saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Magic Items
Dungeon Master’s Guide
The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell’s