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Returning 35 results for 'saving of read die visions'.
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Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Spells
Player’s Handbook
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Unsettling Visage"}. Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Spells
Player’s Handbook
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
Magic Items
Dungeon Master’s Guide
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Magic Items
Dungeon Master’s Guide
(Oozes);Oozes
86-90
Scroll of Protection (Plants);Plants
91-00
Scroll of Protection (Undead);Undead
Using a Magic action to read the scroll creates a 5-foot Emanation originating
area, the effect ends.
As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.
Magic Items
Dungeon Master’s Guide
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Spells
Player’s Handbook
, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Magic Items
Dungeon Master’s Guide
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
’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
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
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
Forgotten Realms: Adventures in Faerûn
. Strength Saving Throw: DC 12, one creature within 5 feet that the Zhentilar can see. Failure: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Knock Down", "rollDamageType
organization is so steep that many Zhentilar soldiers would rather die for the Zhentarim than abandon their post.
monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph
Flumph
Legacy
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Monsters
Monster Manual (2014)
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all
Martial Adept
Legacy
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Feats
Player’s Handbook (2014)
Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers
Ring of Mind Shielding
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Magic Items
Strixhaven: A Curriculum of Chaos
, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it
orb that you control.
Curse. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor
feats
Player’s Handbook
Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
Monsters
Quests from the Infinite Staircase
hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.Ensnare. Melee Weapon Attack: +5;{"diceNotation
Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Drain
monsters
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Apocalyptic Visions"}. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point Madam Eva can see within 120
Magic Resistance. Madam Eva has Advantage on saving throws against spells and other magical effects.Multiattack. Madam Eva makes three attacks, using Cursed Dagger or Radiant Flame in any combination
Monsters
Lost Laboratory of Kwalish
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
Night Hag
Legacy
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Monsters
Basic Rules (2014)
Resistance. The hag has advantage on saving throws against spells and other magical effects.Claws.(Hag Form Only). Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to
circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5
Monsters
Spelljammer: Adventures in Space
Deficiency. If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw
, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination
Resistance
Legacy
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Spells
Basic Rules (2014)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Monsters
Eberron: Rising from the Last War
Dual Mind. The kalashtar has advantage on Wisdom saving throws.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Mind Thrust","rollDamageType
Toll the Dead
Legacy
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Spells
Xanathar's Guide to Everything
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage
. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Resistance. The hag has advantage on saving throws against spells and other magical effects.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast
, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10","rollType