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                        Returning 35 results for 'save sheet'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
                                                
                                            
                                                
                                                    . Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
                                                
                                            
                                                
                                                     on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
                                                
                                            
                                                
                                                     3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ":"Spell Mimicry","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.FireBludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: confusion
                                                
                                            
                                                
                                                     can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold
                                                
                                            
                                                
                                                     Charisma saving throw. On a failed save, the target takes 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Breath of Hopelessness","rollDamageType":"necrotic"} necrotic damage and is
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     substances block this vision, as does a thin sheet of lead.Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 34
                                                
                                            
                                                
                                                    , taking 67 (15d8);{"diceNotation":"15d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Necrotic Breath
                                                
                                            
                                        
                                                    Wall of Ice
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The
                                                
                                            
                                                
                                                     destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
What’s the price of a life? Well, I’ve got a rate sheet right over here. I’d be happy to discuss it.
—Bessi d’Jorasco, Fairhaven healer
A halfling with the Mark of
                                                
                                            
                                                
                                                     Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a
                                                
                                            
                                        
                                                    Ice Devil
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    );{"diceNotation":"10d6","rollType":"damage","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated
                                                
                                            
                                                
                                                     section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature
                                                
                                            
                                        
                                                    Ice Devil (Summoner Variant)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    );{"diceNotation":"10d6","rollType":"damage","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated
                                                
                                            
                                                
                                                     section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature
                                                
                                            
                                        
                                                    Burning Hands
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving
                                                
                                            
                                                
                                                     throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher
                                                
                                            
                                        
                                                    Ice Devil (Spear Variant)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30
                                                
                                            
                                                
                                                     hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and
                                                
                                            
                                                
                                                     thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and
                                                
                                            
                                                
                                                     thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
                                                
                                            
                                                
                                                     wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
                                                
                                            
                                                
                                                     wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Instantaneous
 A thin sheet of flames shoots forth from you. Each creature in a
                                                
                                            
                                                
                                                     15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    The Mark of Healing  What’s the price of a life? Well, I’ve got a rate sheet right over here. I’d be happy to discuss it.
 —Bessi d’Jorasco, Fairhaven healer
 A halfling with the Mark of Healing
                                                
                                            
                                                
                                                     can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Instantaneous
 A thin sheet of flames shoots forth from you. Each creature in a
                                                
                                            
                                                
                                                     15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    The Mark of Healing  “What’s the price of a life? Well, I’ve got a rate sheet right over here. I’d be happy to discuss it.”
 — Bessi d’Jorasco, Fairhaven healer
 A halfling with the Mark of Healing
                                                
                                            
                                                
                                                     can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of afflictions and find the best solution. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Instantaneous
 A thin sheet of flames shoots forth from you. Each creature in a
                                                
                                            
                                                
                                                     15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in “Character Classes”, and write down the level 1 features. The class
                                                
                                            
                                                
                                                     sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in chapter 3, and write down the level 1 features. The class features
                                                
                                            
                                                
                                                     are detailed in that same chapter. Some class features offer choices. Make sure to read all your features and make any offered choices. Fill In Numbers Note these numbers on your character sheet. Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You
                                                
                                            
                                                
                                                     into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You
                                                
                                            
                                                
                                                     into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     replaced with a sheet of parchment cleverly painted to resemble the surrounding stone. It can be spotted with a successful DC 15 Wisdom (Perception) check, or automatically by someone who is
                                                
                                            
                                                
                                                     systematically tapping the floor ahead with a pole or other tool. Beneath the parchment sheet is a shallow pit (about 2 feet deep) lined with poisoned spikes. Each time a character moves between areas 4 and 7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     and 7 has been replaced with a sheet of parchment cleverly painted to resemble the surrounding stone. It can be spotted with a successful DC 15 Wisdom (Perception) check, or automatically by someone
                                                
                                            
                                                
                                                     who is systematically tapping the floor ahead with a pole or other tool. Beneath the parchment sheet is a shallow pit (about 2 feet deep) lined with poisoned spikes. Each time a character moves between
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     score, which is a number you record on your character sheet. The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for
                                                
                                            
                                                
                                                    . Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike. For example, if you turn fireball (a 3rd-level spell
                                                
                                            
                                                
                                                    
 Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.
 Spell Mimicry (Recharge 5–6). The living spell unleashes a thin sheet of flames in a 15-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
 1/day each: confusion, crown of madness, suggestion
 Insatiable Greed. The
                                                
                                            
                                                
                                                     being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.
 Magic Resistance. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     — can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish
                                                
                                            
                                                
                                                     XP)
 Immutable Form. The marut is immune to any spell or effect that would alter its form.
 Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20). The marut
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a
                                                
                                            
                                                
                                                     inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Attuning to the Hand. To attune to the hand, you must press it against the stump
                                                
                                            
                                        





