Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 23 results for 'saves all checks'.
Other Suggestions:
save all checks
seven all checks
sides all checks
scales all checks
sails all checks
Monsters
Strixhaven: A Curriculum of Chaos
Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
itself on a success.
A target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.With cheerful dispositions and a knack for walking backward, Strixhaven
Monsters
Acquisitions Incorporated
to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and
disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or
Monsters
Guildmasters’ Guide to Ravnica
hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves.
At the start of each of its turns, the sire can suppress this aura
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Spellcasting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Medicine) and Wisdom (Survival) checks have disadvantage.
Fungal Infestation. Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.
Mutating
failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” section in the Monster Manual).
Mind Control Spores
Contagion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer
Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws
Jackalwere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5
target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this
Yeth Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported
before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer
poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hit, the target is poisoned. At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer
poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks
each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.
Univocal Speech. When the guide speaks, any creature
target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.
Bonus Actions
Need Directions? The guide takes the Help action.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Charisma checks and on Wisdom and Charisma saves.
At the start of each of its turns, the sire can suppress this aura until the start of its next turn.
Innate Spellcasting. The sire’s innate
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet
is within line of sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane
route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their manes and creak to life, cantering around the carousel to the delight of their riders.
A ride on the carousel costs 1 ticket punch. Diana Cloppington The individual who checks tickets and
.” Stone’s name tag is complete, but Moss’s name tag reads M _ _ S. Fourth Pair. The last two unicorns are named Stitch and Nine, from the proverb “A stitch in time saves nine.” Stitch’s name tag is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
around the dungeon the way they do in combat. But the DM frequently checks in to make sure it’s clear where everyone is and what they’re doing.
Teamwork Matters. The player characters are working
use Wisdom checks to find things—see the Search action in the rules glossary—but sometimes they stumble on them accidentally, as Auro did here.
Jared: Past the flames and smoke, you see a glimmering
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
try to appease the kobold and make one of the following ability checks. Consider these examples:
DC 10 Charisma (Deception). The character tricks the kobold with an outlandish lie.
DC 10 Charisma
flees toward area A4, yelping a call to arms.
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. This is called a D20 Test. An
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours. 19–24 Each creature carrying the holy symbol of a deity from a non-evil plane while
loudly when trod upon, imposing disadvantage on Dexterity (Stealth) checks made while moving across them. The shells vanish after 1 hour. 51–55 A massive, bloated maggot emerges from the ground
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
these arms, the character has advantage on weapon attack rolls, Strength (Athletics) checks, and Dexterity checks using thieves’ tools.
6 If a Far Realm friend appears in the next round, roll
(Arcana) check. A successful check ends the ritual and saves the world. If the battle goes poorly for the characters, they can end it at any point by … well, dying. Alternatively, they can retreat and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
magical energy. A character can make multiple checks of the same type or any combination. On any failed check, the character who attempted the check is pushed off the shrine and knocked prone next to it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the creature’s next turn.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Claws. Melee
the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
fight use the rules for Dexterity (Stealth) checks. If a wizard casts a spell like fireball during a surprise round, do the enemies get disadvantage on their saving throw? Being surprised has no effect
on saves. If you’re surprised, you can’t move or take an action on your first turn of the combat and you can’t take a reaction until that turn ends. Can you delay your turn and take it later in the






