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Returning 11 results for 'saves of increases being'.
Other Suggestions:
save of increases being
shares of increases being
shades of increases being
feats
resolve. When you take damage, you gain a +1 bonus to saving throws until the end of your next turn. While you are Bloodied, the bonus to saves increases to +2, and you also gain a +1 bonus to attack and damage rolls until the end of your next turn.
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
challenge rating of an ancient or adult time dragon;adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
feats
temporary hit points equal to your Charisma modifier (minimum 1).
22
Stimulated Metabolism+. Your speed increases by 10 feet and, when you take the Attack action on your turn, you can attack twice
Constitution checks and Constitution saving throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile
feats
your Charisma modifier (minimum 1).
22
Stimulated Metabolism+. Your speed increases by 10 feet and, when you take the Attack action on your turn, you can attack twice instead of once.
23
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
feats
your Charisma modifier (minimum 1).
22
Stimulated Metabolism+. Your speed increases by 10 feet and, when you take the Attack action on your turn, you can attack twice instead of once.
23
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
feats
your Charisma modifier (minimum 1).
22
Stimulated Metabolism+. Your speed increases by 10 feet and, when you take the Attack action on your turn, you can attack twice instead of once.
23
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
adult time dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or
on two of these saves.
Time Dragon Wyrmling Medium Dragon, Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR
19 (+4
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on
magic for 1 minute, during which you gain the following benefits: The spell save DC of your Sorcerer spells increases by 1. You have Advantage on the attack rolls of Sorcerer spells you cast. You can use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases
as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. In addition, the holder of the periapt can telepathically communicate with any sacrificed soul
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
turns. If the bleeding creature is hit by another such attack, the bleeding increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The
make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don’t teleport. 86–90 One random creature in the region breaks