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Returning 35 results for 'saving of ranger deities variant'.
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property
Magic Items
Tasha’s Cauldron of Everything
saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
Monsters
Acquisitions Incorporated
Fey Ancestry. Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting. Môrgæn's spellcasting ability is Intelligence. She can innately cast
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
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
Mordenkainen Presents: Monsters of the Multiverse
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
.
Variant: Demon Summoning
Drow Inquisitor (Summoner Variant);Variant: Demon Summoning
Some drow inquisitors have an action that allows them to summon a yochlol.
Summon Demon (1/Day). The drow
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
"} to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Standing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the drow’s darkvision.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the
. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"Hand Crossbow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 13 Constitution saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
A grung elite
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
Monsters
Infernal Machine Rebuild
has the following ranger spells prepared:
1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
2nd level (2 slots): locate animals or plantsMultiattack. Barbatos makes two bone
the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious. The target regains consciousness if it
Monsters
Planescape: Adventures in the Multiverse
Avoidance. If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it succeeds on the saving throw, and half as much
of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost Ray. The
monsters
Magic Resistance. The angel has Advantage on saving throws against spells and other magical effects.Multiattack. The angel makes three Ring attacks. It can replace one attack with a use of Unblinking
Restrained condition.
Cone of Retribution (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":" of Retribution"}. Wisdom Saving Throw: DC 15, each enemy in a 90-foot Cone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, ability checks, and saving throws.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6
+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Shunning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The molydeus has advantage on saving throws against spells and other magical
+ 9);{"diceNotation":"2d6+9","rollType":"damage","rollAction":"Snakebite","rollDamageType":"poison"} poison damage. The target must succeed on a DC 22 Constitution saving throw, or its hit point
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons.
Variant: Grung Poison
A creature poisoned by a grung can suffer an
Monsters
Tales from the Yawning Portal
Gnome Cunning. Erky has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Erky is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save
that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage
teachings, some of them adopted the philosophies of other deities. Those irda who don’t serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her
Monsters
Planescape: Adventures in the Multiverse
Magic Resistance. The vargouille has advantage on saving throws against spells and other magical effects.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target’s Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma
Monsters
Mythic Odysseys of Theros
Resistance. The alseid has advantage on saving throws against spells and other magical effects.Multiattack. The alseid makes two radiant touch attacks.
Radiant Touch. Melee Spell Attack: +6;{"diceNotation
daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Spelljammer: Adventures in Space
","rollType":"damage","rollAction":"Psi-Imbued Blade","rollDamageType":"slashing"} slashing damage, and if the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened of the
ability (spell save DC 15):
At will: detect magic, light
1/day each: dimension door, invisibility, mage armor (self only)Mercanes are the mysterious, magical creations of one or more deities whose
Monsters
Baldur’s Gate: Descent into Avernus
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
been. A redcap’s desire to slay is rooted in its will to survive.
VARIANT: MADCAPS
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Magic Resistance. The mimic has advantage on saving throws against spells and other magical
must make a DC 14 Dexterity saving throw, taking 32 (9d6 + 1);{"diceNotation":"9d6+1","rollType":"damage","rollAction":"Spit Acid","rollDamageType":"acid"} acid damage on failed save, or half as much
Magic Items
Quests from the Infinite Staircase
when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed
. Its voice is soft and deep but rises in a wild furor when it’s aware Celestials or worshipers of good-aligned deities are present. While you are attuned to it, Heretic also understands every
Monsters
Mythic Odysseys of Theros
Evasion. If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half
","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread
Monsters
Mythic Odysseys of Theros
touch (see “Actions” below), gentle repose
Magic Resistance. The lampad has advantage on saving throws against spells and other magical effects.Multiattack. The lampad attacks twice with its necrotic
of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonNecrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Maul", "rollDamageType":"radiant"} radiant damage.
Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On
restoration, revivifyWar priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command
Monsters
Baldur’s Gate: Descent into Avernus
. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Trumpet of Blasting
DC 14 Constitution saving throw, taking 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Trumpet of Sparkles","rollDamageType":"radiant"} radiant damage on a failed save, or half
Monsters
Baldur’s Gate: Descent into Avernus
Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is
frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours.
Innate Spellcasting. Bel’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects
Constitution saving throw or take 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Stinger","rollDamageType":"poison"} poison damage and become poisoned until it finishes a short or
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they
Monsters
Mythic Odysseys of Theros
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws against spells
interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Vicious Mockery","rollDamageType":"psychic"} psychic damage and have