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Returning 35 results for 'saving of instance book'.
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Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
its turn there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Spells
Player’s Handbook
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
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
Magic Items
Keys from the Golden Vault
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding spirit is
Magic Items
Tasha’s Cauldron of Everything
prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic
Magic Items
Tasha’s Cauldron of Everything
book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
Magic Items
Tasha’s Cauldron of Everything
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard
spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Magic Items
Tasha’s Cauldron of Everything
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you
are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead (appears in this book), vampiric touch. It functions as a spellbook for you.
While
Book of Vile Darkness
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Magic Items
Dungeon Master’s Guide (2014)
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
Monsters
Icewind Dale: Rime of the Frostmaiden
a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} ×
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
Monsters
Spelljammer: Adventures in Space
exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Have a Magical Day!","rollDamageType":"slashing"} slashing damage on
distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense.Poison
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age.
Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to
succeed instead.
Magic Resistance. Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)
Special Equipment. Iggwilv wears
Monsters
Candlekeep Mysteries
as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
);{"diceNotation":"4d6+2","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the Goose Mother fails a saving throw, it can choose to succeed instead.
Multiple Heads. The Goose Mother has five heads. Whenever the Goose Mother takes 25 or more
the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.
Lullaby of Honks (Recharge 5–6;{"diceNotation":"1d6", "rollType":"recharge
Monsters
Tyranny of Dragons
Magic Resistance. Diderius has advantage on saving throws against spells and other magical effects.
Rejuvenation. Diderius gains a new body in 24 hours if his heart is intact, regaining all his hit
"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum
Raise Dead
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Spells
Basic Rules (2014)
closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
feats
Forgotten Realms: Heroes of Faerûn
language tables in the Player's Handbook or Chapter 2 of this book.
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The
target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dread. Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature
succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.
Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.
Magic Resistance
Monsters
Candlekeep Mysteries
Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
":"damage","rollAction":"Thunder Strike","rollDamageType":"thunder"} thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the
Spell Scroll
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Magic Items
Basic Rules (2014)
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
Scroll Mishap
d6
Result
1
A surge of magical energy deals the caster 1d6 force damage per level of
Monsters
Vecna: Eve of Ruin
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
each of its turns. Immediately after taking this damage on its turn, the target must make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact
","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Poison Quills", "rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success.
5–6: Tentacle. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Mummy Lord
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Monsters
Basic Rules (2014)
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact
","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points
Monsters
Candlekeep Mysteries
Magic Resistance. Valin has advantage on saving throws against spells and other magical effects.
Rejuvenation. While her heart remains in Alessia’s body, Valin re-forms inside her sarcophagus
succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6);{"diceNotation":"3d6
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"cold"} cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
agent. (For instance, consider the words “faith” and “faction” to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an
Symbol
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a
Proficiency Bonus
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Rules
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for
Backgrounds
Sword Coast Adventurer's Guide
determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Unique Creatures All of the action-oriented creatures in this book are unique. They have a specific name and backstory, though you can ignore these if you wish to use the creature’s stat block in
another way in your campaign. For instance, Queen Bargnot’s stat block could be used for any action-oriented goblin in your game.
classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the