Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'save skill'.
Other Suggestions:
save spell
some skill
save small
save still
save smell
Monsters
Eberron: Forge of the Artificer
benefit from the Invisible condition until the end of the heir’s next turn.
Spellcasting. The heir casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13
):
At Will: Druidcraft, Light, Speak with Animals
3/Day Each: Animal Friendship, Animal Messenger
1/Day: Ice StormCombining druidic magic with skill at handling natural and monstrous animals, the
Magic Items
Forgotten Realms: Heroes of Faerûn
saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
must have proficiency in the Arcana skill and with Calligrapher's Supplies and have the spell prepared each day of the inking. You must also have at hand any Material components required by the spell
Monsters
Astarion's Book of Hungers
the target agrees to the devil’s contract, the effect ends. Otherwise, the target repeats the save whenever it takes damage and at the end of each of its turns, ending the effect on itself on a
success. After 1 minute, it succeeds automatically.Devil of Guile and Temptation
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are smooth-talking
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
amassed magical skill and political influence he uses for his own gain. Manshoon considers the Zhentarim to be only one tool to amass personal power, and he casually sacrifices minions once they&rsquo
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability
Intelligence checks while this faceted sphere orbits your head.
Ioun Stone of Historical Knowledge;Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks
Monsters
Acquisitions Incorporated
":"Acid Spray Gun","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
The spray gun has a tank that can be filled with ten standard vials of acid mixed with
water, allowing it to be used five times.Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.
Monsters
Bigby Presents: Glory of the Giants
within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature
", "rollAction":"Exploding Geode", "rollDamageType":"radiant"} radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only
Monsters
Eberron: Rising from the Last War
assassin must make a DC 12 Constitution saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Unstable Mark","rollDamageType":"force"} force damage on a failed save, or half
elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an
Monsters
Planescape: Adventures in the Multiverse
failed save, a creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Mind Poison", "rollDamageType":"poison"} poison damage and has the poisoned condition. While poisoned in
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"5d6","rollType":"damage","rollAction":"Hail of Arrows","rollDamageType":"piercing"} piercing damage on a failed save, or half as much damage on a successful one.Not all satyrs live
through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
Monsters
Bigby Presents: Glory of the Giants
stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition
skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sheathed Staff, you must take the Advanced Weapon
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.
Monsters
Acquisitions Incorporated
from him.
Spellcasting. Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
failed save, or half as much damage on a successful one.The hulking dragonborn decisionist of the “C” Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw
proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency