Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'saving grant'.
Other Suggestions:
saving giant
saving giants
saving grants
saving great
Monsters
Monster Manual
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
Tail. Melee Attack Roll
Breath"}. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam Breath"}. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage
Spells
Player’s Handbook
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may
Monsters
Tales from the Yawning Portal
must make a DC 16 Constitution saving throw, taking 52 (15d6);{"diceNotation":"15d6","rollType":"damage","rollAction":"Steam Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.Fire
Amphibious. The dragon turtle can breathe air and water.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Chains. Magic infuses the chains, which are long
Monsters
Princes of the Apocalypse
damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5–6). The dragon
turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6);{"diceNotation":"15d6","rollType":"damage","rollAction":"Steam
Monsters
Bigby Presents: Glory of the Giants
movement. In addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
on a DC 15 Wisdom saving throw or take 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Crawling Hex", "rollDamageType":"psychic"} psychic damage, have the prone condition, and become
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it
Monsters
The Book of Many Things
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
DC 13 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Price of Defiance", "rollDamageType":"radiant"} radiant damage on a failed save, or half as
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
doesn’t function if Asteria has the incapacitated condition.
Legendary Resistance (3/Day). If Asteria fails a saving throw, she can choose to succeed instead.
Special Equipment. Asteria wears
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing
(Costs 2 Actions). The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a DC 20 Constitution saving throw. On a failed save
Monsters
Acquisitions Incorporated
Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
or misses, Omin can grant the creature a +10 bonus to that roll.Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and
Monsters
Fizban's Treasury of Dragons
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.
Siege Monster. The elemental deals double damage to objects and structures (included in Earth
Debris"}. The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage
Monsters
Fizban's Treasury of Dragons
fails a saving throw, it can choose to succeed instead.
Rejuvenation. When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind
wears or carries the inhabited object, the shard can grant the creature the following benefits:
Each of the creature’s attacks deals an extra 1d8;{"diceNotation":"1d8", "rollType":"roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical
creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.
Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire
Monsters
Fizban's Treasury of Dragons
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
underwater doesn't grant resistance against this damage.Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the
Monsters
Fizban's Treasury of Dragons
","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
","rollAction":"Steam Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.Dragon
Magic Items
Baldur’s Gate: Descent into Avernus
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
Dragon Turtle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking
monsters
the target has Disadvantage on the next attack roll it makes before the start of the dingpot’s next turn. Being underwater doesn’t grant Resistance to this Fire damage.
Brew (1/Day). The
luck for 10 minutes. When the creature fails an ability check or a saving throw, it can reroll the d20 and use the new roll. Once this causes a roll to succeed, the effects of the elixir end
Nightwalker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage
","rollAction":"Annihilating Aura","rollDamageType":"necrotic"} necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune
War Caster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your
Zaratan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.
The shock
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
member of the party can grant advantage to an ability check, an attack roll, or a saving throw of another member of the party. To grant advantage in this way, a character and the chosen target must be able
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
member of the party can grant advantage to an ability check, an attack roll, or a saving throw of another member of the party. To grant advantage in this way, a character and the chosen target must be able
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Special Traits A cambion linked to a specific devil typically gains any special traits conferred to that devil’s cultists. Some devils grant a unique ability to their spawn that replaces the
cambion’s Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Special Traits A cambion linked to a specific devil typically gains any special traits conferred to that devil’s cultists. Some devils grant a unique ability to their spawn that replaces the
cambion’s Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a
more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
War Caster Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage
on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a
more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a
more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage