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                        Returning 29 results for 'saving clubs'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
Q â„ïž
Lock
J â„ïž
Champion
2 â„ïž
Coin*
A ♣ïž
Vulture*
K ♣ïž
Chaos
Q ♣ïž
Order
J ♣ïž
Beginning
2 ♣ïž
Mystery
                                                
                                            
                                                
                                                     the next 8 hours, you can add your proficiency bonus to your initiative rolls.
Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
Destiny. This card protects
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Wild Cards
d4
Suit
Effect
1
♣ïž (Rods)
The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or
                                                
                                            
                                                
                                                     take 2d8 fire damage.
2
âŠïž (Coins)
The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.
No one knows the ways of stone and earth better
                                                
                                            
                                                
                                                     creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Star
Two of diamonds
Comet*
Ace of hearts
The Fates*
King of hearts
Throne
Queen of hearts
Key
Jack of hearts
Knight
Two of hearts
Gem*
Ace of clubs
Talons
                                                
                                            
                                                
                                                    *
King of clubs
The Void
Queen of clubs
Flames
Jack of clubs
Skull
Two of clubs
Idiot*
Ace of spades
Donjon*
King of spades
Ruin
Queen of spades
Euryale
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    
Star
Two of diamonds
Comet
Ace of hearts
The Fates
King of hearts
Throne
Queen of hearts
Key
Jack of hearts
Knight
Two of hearts
Gem
Ace of clubs
Talons
                                                
                                            
                                                
                                                    
King of clubs
The Void
Queen of clubs
Flames
Jack of clubs
Skull
Two of clubs
Idiot
Ace of spades
Donjon
King of spades
Ruin
Queen of spades
Euryale
Jack of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
                                                
                                            
                                                
                                                    , slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
                                                
                                            
                                                
                                                    , darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Flying Sword A flying sword dances through the air, fighting with the confidence of a warrior that canât be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers
                                                
                                            
                                                
                                                     ft., fly 50 ft. (hover)
   STR
  12 (+1)
 
  DEX
  15 (+2)
 
  CON
  11 (+0)
 
  INT
  1 (â5)
 
  WIS
  5 (â3)
 
  CHA
  1 (â5)
Saving Throws Dex +4
 Damage Immunities poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     of diamonds Star Two of diamonds Comet Ace of hearts The Fates King of hearts Throne Queen of hearts Key Jack of hearts Knight Two of hearts Gem Ace of clubs Talons King of clubs The Void Queen of
                                                
                                            
                                                
                                                     clubs Flames Jack of clubs Skull Two of clubs Idiot Ace of spades Donjon King of spades Ruin Queen of spades Euryale Jack of spades Rogue Two of spades Balance Joker (with TM) Fool Joker (without TM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     diamonds Star Two of diamonds Comet* Ace of hearts The Fates* King of hearts Throne Queen of hearts Key Jack of hearts Knight Two of hearts Gem* Ace of clubs Talons* King of clubs The Void Queen of
                                                
                                            
                                                
                                                     clubs Flames Jack of clubs Skull Two of clubs Idiot* Ace of spades Donjon* King of spades Ruin Queen of spades Euryale Jack of spades Rogue Two of spades Balance* Joker (with TM) Fool* Joker (without
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    )
 
  CHA
 15(+2)
Saving Throws Dex +5, Cha +4
 Skills Acrobatics +7, Performance +4
 Senses passive Perception 9
 Languages any one language (usually Common)
 Challenge 1 (200 XP)
 Nimble. The
                                                
                                            
                                                
                                                    : +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
 Spew Flame (Recharge 4â6). The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     as clubs. Sunder Shaman
 Huge giant, chaotic neutral
 Armor Class 20 (stone armor)
 Hit Points 138 (12d12 + 60)
 Speed 40 ft.
   STR
 23(+6)
 
  DEX
 15(+2)
 
  CON
 21(+5)
 
  INT
 10
                                                
                                            
                                                
                                                    (+0)
 
  WIS
 12(+1)
 
  CHA
 9(â1)
Saving Throws Dex +6, Con +9, Wis +5
 Skills Athletics +10, Perception +5
 Senses darkvision 60 ft., passive Perception 15
 Languages Giant
 Challenge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     diamonds Star Two of diamonds Comet* Ace of hearts The Fates* King of hearts Throne Queen of hearts Key Jack of hearts Knight Two of hearts Gem* Ace of clubs Talons* King of clubs The Void Queen of
                                                
                                            
                                                
                                                     clubs Flames Jack of clubs Skull Two of clubs Idiot* Ace of spades Donjon* King of spades Ruin Queen of spades Euryale Jack of spades Rogue Two of spades Balance* Joker (with TM) Fool* Joker (without
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Classes Summary   Class
   Description
   Hit Die
   Primary Ability
   Saving Throw
Proficiencies
   Armor and Weapon
Proficiencies
    Barbarian
 A fierce warrior of primitive background
                                                
                                            
                                                
                                                     lightning â and adopting animal forms
 d8
 Wisdom
 Intelligence & Wisdom
 Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     set sail: two longships and a galleon. A group of thugs in black leather armor use their clubs on a crowd of screaming commoners, keeping the people away from the ships as theyâre loaded with cargo
                                                
                                            
                                                
                                                     tow. Although Sartell knows Traevus, he doesnât recognize her. Traevus is intent on saving himself and as much of his merchandise as possible. As an action, a character can try to convince him to take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     clubs. Along the walls, six iron keys hang in small niches above stone plinths. Behind the statue, a carved pedestal in a wide alcove has a keyhole set into its base.
 The statue is 9 feet tall and
                                                
                                            
                                                
                                                     directions. When this happens, each creature in the shrine must make a DC 18 Dexterity saving throw. Any creature that fails the save is struck by a ray and takes 33 (6d10) radiant damage. The statue canât emit rays while wholly or partly contained with an antimagic field.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8
                                                
                                            
                                                
                                                     handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
                                                
                                            
                                                
                                                     Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
                                                
                                            
                                                
                                                     see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your
                                                
                                            
                                                
                                                     scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     with barred doors of rusted iron.
 Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They donât have keys to unlock the cells.)
 Târissa
                                                
                                            
                                                
                                                     darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic canât put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
                                                
                                            
                                                
                                                     action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     skull which is Snurreâs own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
                                                
                                            
                                                
                                                     Constitution saving throw or become poisoned until they finish a short or long rest. The chest is empty. Chest 2 is locked. It contains worthless rocks. Chest 3 is unlocked and trapped. If its lid is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
                                                
                                            
                                                
                                                     the acid to rain down on intruders in the hallway below. Any creature caught in the acid shower must make a DC 15 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     spine, and touching a pillar brings on nauseaâa creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the
                                                
                                            
                                                
                                                     sickly mauve and violet stretching its formless members to embrace the viewer. This sight forces a character to succeed on a DC 15 Intelligence saving throw or be cursed with insanity (as the symbol
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
 The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
                                                
                                            
                                                
                                                    , triggers the trap. When triggered, the trap fills the entire room with noxious green gas. Creatures caught in the gas must succeed on a DC 10 Constitution saving throw or cough and choke loudly for 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the bowsprit is a human figure. He appears to be scanning to starboard.
 The capstan arms can be removed and used as clubs. They have been left in the capstan by express orders of the captain, who
                                                
                                            
                                                
                                                    . Creatures caught in the cloud must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1d4 minutes. The chest holds items of clothing, a leather purse containing 50 gp, and a spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     (+3) and darkvision out to a range of 60 feet. He or she speaks Common and Dwarvish. He or she has advantage on saving throws against poison and resistance to poison damage. He or she wields a battleaxe
                                                
                                            
                                                
                                                     of the way with a successful DC 15 Dexterity saving throw. Once the reducing or enlarging effect is used, this property canât be used again for 24 hours. Suggested Encounter When the characters reach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     efforts (see âMarlosâs Testamentâ in area M10). Ordinary clubs and staffs fill the wooden weapons racks. The sign on the wall is the symbol of the earth cult. Hellenrae wears the key to the lock in area
                                                
                                            
                                                
                                                     mechanism with a successful DC 15 Wisdom (Perception) check. Anyone on the stairs when the lever is activated slides to the foot of the stairs and must succeed on a DC 15 Dexterity saving throw or fall
                                                
                                            
                                        






