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Returning 35 results for 'saving clothes'.
Other Suggestions:
saving closes
saving cloth
Monsters
Waterdeep: Dragon Heist
a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated
hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.
One of the things Esvele has learned is to embrace the legend of the Black Viper
Monsters
Curse of Strahd
, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Deathly Choir
","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.
Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic can't put him to
Backgrounds
Tomb of Annihilation
: Two of your choiceEquipment: A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp
’s the point in saving people if they’re going to die anyway? (Chaotic)
d6
Bond
1
My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me
Backgrounds
Guildmasters’ Guide to Ravnica
choice
Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius
is an excellent deterrent for other criminals. (Evil)
Bonds
d6
Bond
1
I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
monsters
.
Tentacle Lash. A tentacle writhes beneath the nurse’s skin or clothes. Dexterity Saving Throw: DC 13, each creature in a 30-foot Cone. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inject"}. Constitution Saving Throw: DC 13, a creature the nurse hit with a Stab attack this turn. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
spells
This spell curses a creature with a putrefying and stinking pox. The target must make a Charisma saving throw against your spell save DC.
Successful Saving Throw. On a successful save, the target
checks and saving throws, and it can’t maintain Concentration.Stage 3. The cursed creature’s skin becomes riddled with pockmarks, pustules, and lesions. Insects flock to the cursed creature
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Treasure Hamun’s tent contains a comfortable traveling suite: a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, and 5 pp
less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Treasure Hamun’s tent contains a comfortable traveling suite: a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, and 5 pp
less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ice Mephit Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples’ clothes. Ice Mephit Small Elemental, Neutral Evil
AC 11
(Aquan, Auran)
CR 1/2 (XP 100; PB +2)
Traits
Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ice Mephit Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples’ clothes. Ice Mephit Small Elemental, Neutral Evil
AC 11
(Aquan, Auran)
CR 1/2 (XP 100; PB +2)
Traits
Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you
Magic Items
Infernal Machine Rebuild
an encounter, it has advantage on the attack roll.
11
Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to
feet of you over the previous hour.
You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
15
You understand all
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Resistance. The satyr has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The satyr makes three Prance attacks.
Prance. Melee Attack Roll: +7, reach 5
song. Wisdom Saving Throw: DC 14, each enemy in a 60-foot Emanation originating from the satyr. Failure: The target is subjected to the song’s effect:
Charming. The target has the Charmed condition
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Resistance. The satyr has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The satyr makes three Prance attacks.
Prance. Melee Attack Roll: +7, reach 5
song. Wisdom Saving Throw: DC 14, each enemy in a 60-foot Emanation originating from the satyr. Failure: The target is subjected to the song’s effect:
Charming. The target has the Charmed condition
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
alchemist’s fire that dangle from wires like ornaments along the wagon’s interior walls. A creature within 30 feet of the wagon when it explodes must succeed on a DC 12 Constitution saving throw, taking 55
(10d10) fire damage on a failed save, or half as much damage on a successful one. Creatures inside the wagon or within 5 feet of it have disadvantage on the saving throw. The wagon is reduced to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1U, 2N, or 3L. Jos keeps all of his real valuables with him. The only things he leaves in these chambers are his clothes and his traveling spellbook—which contains all the spells he has prepared (see
end of the character’s next turn. The damage is halved if the character makes a successful DC 15 Dexterity saving throw. Opening the box with the key disarms the trap automatically; Jos carries the key on a string around his neck.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
makes a saving throw against the character’s spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is
dispel evil and good. Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted house’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
makes a saving throw against the character’s spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is
dispel evil and good. Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted house’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1U, 2N, or 3L. Jos keeps all of his real valuables with him. The only things he leaves in these chambers are his clothes and his traveling spellbook—which contains all the spells he has prepared (see
end of the character’s next turn. The damage is halved if the character makes a successful DC 15 Dexterity saving throw. Opening the box with the key disarms the trap automatically; Jos carries the key on a string around his neck.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
alchemist’s fire that dangle from wires like ornaments along the wagon’s interior walls. A creature within 30 feet of the wagon when it explodes must succeed on a DC 12 Constitution saving throw, taking 55
(10d10) fire damage on a failed save, or half as much damage on a successful one. Creatures inside the wagon or within 5 feet of it have disadvantage on the saving throw. The wagon is reduced to
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, or clothes, or something! But no. They have to be upsettingly naked-looking.
Talon Beast Large Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft
Perception 14
Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Pack 42 lb. 16 GP Caltrops 2 lb. 1 GP Candle — 1 CP Case, Crossbow Bolt 1 lb. 1 GP Case, Map or Scroll 1 lb. 1 GP Chain 10 lb. 5 GP Chest 25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP
Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic Focus Varies Varies Dungeoneer’s Pack 55 lb. 12 GP Entertainer’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, or clothes, or something! But no. They have to be upsettingly naked-looking.
Talon Beast Large Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft
Perception 14
Languages —
Challenge 7 (2,900 XP) Proficiency Bonus +3
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic
Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
on a failed saving throw, or half as much damage on a successful one. Treasure. Spite keeps a tiny jeweled chest inside his rolltop desk. This chest (50 gp) is a replica of a full-sized chest made of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
on a failed saving throw, or half as much damage on a successful one. Treasure. Spite keeps a tiny jeweled chest inside his rolltop desk. This chest (50 gp) is a replica of a full-sized chest made of
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1