Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'saving of recalls degrees very'.
Other Suggestions:
saving of realms degree vary
saving of recall degree very
saving of recall degrees very
spying of realms decrees very
saving of realms degree very
Spells
Player’s Handbook
. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls
saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Monsters
Waterdeep: Dragon Heist
has advantage on saving throws against spells and other magical effects.
Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13
Constitution saving throw or be paralyzed 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.
Flame Tongue. Melee Weapon Attack
Monsters
Storm King's Thunder
Legendary Resistance. Once per day, when he fails a saving throw, he can choose to succeed instead.
Equipment. Harshnag wears plate, +3;+3 plate armor and wields Gurt's greataxe. The axe sheds light
as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.Multiattack. Harshnag makes two greataxe attacks.
Gurt's Greataxe
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep
ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Earth Armor. The clockwork doesn’t provoke opportunity attack;opportunity attacks when it burrows.
Magic Resistance. The clockwork has advantage on saving throws against spells and other
clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lightning Flare", "rollDamageType":"lightning"} lightning damage on a failed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee
", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6;{"diceNotation":"1d6", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Multiattack
must make a DC 15 Dexterity saving throw, taking 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Explosive Bolt", "rollDamageType":"fire"} fire damage on a failed save, or half as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Slam. Melee
willingly harm that creature for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving
Monsters
The Book of Many Things
Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn
’t function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Legendary Resistance (3/Day). If Aurnozci fails a saving throw, it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder than normal 18–20 1d4 × 10 degrees Fahrenheit hotter than normal d20 Wind 1–12 None 13–17 Light 18–20 Strong d20 Precipitation 1
–12 None 13–17 Light rain or light snowfall 18–20 Heavy rain or heavy snowfall Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Extreme Cold When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
into the walls of this vast chamber. It is noticeably colder here than anywhere else in the iceberg, reaching –10 degrees Fahrenheit. Any character in an area where the temperature is below 0 degrees
Fahrenheit must make a DC 10 Constitution saving throw at the end of each hour. Characters without cold weather gear automatically fail this save. On a failed saving throw, a character suffers one
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
below 0 degrees Fahrenheit must make a DC 10 Constitution saving throw at the end of each hour. Characters without cold weather gear automatically fail this save. On a failed saving throw, a character
floor and frozen into the walls of this vast chamber. It is noticeably colder here than anywhere else in the iceberg, reaching –10 degrees Fahrenheit. Any character in an area where the temperature is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Extreme Heat When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Extreme Cold When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Extreme Heat When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
degrees each hour until it drops to 30 degrees Fahrenheit (the temperature of the surrounding cavern). Raising the lever causes the temperature to rise 10 degrees each hour until it reaches 70 degrees
inscription next to this button reads “DO NOT PRESS!” Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
more means she throws the character in the dungeon for such a display of impudence. Degrees of Success A successful D20 Test can have degrees of success. For example, when characters participate in an
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lesser volcanic earthbergs drift in the air and smash into the greater mountains. The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least 45 degrees almost
another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Banshee A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee’s face is wreathed in a wild tangle of
(+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
he can attempt another saving throw to end the feeblemind effect. If he regains his senses, he smartly tries to flee Undermountain with the last shreds of his sanity and dignity. He doesn’t know what
happened to his spellbook (Arcturia hid it in area 40b), but once his faculties return, he recalls the layout of this level and how to return to the surface.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When an avalanche stops, the snow
due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a few degrees above freezing year round, regardless of the season. Much of the meat brought in by the hunters feeds the cultists and the kobolds, but the extra is stored here for eventual use when
through the curtain must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) poison damage, and the target’s hit point maximum is reduced by 5 This reduction lasts until the target finishes a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must make a DC 10 Constitution saving throw at the end of each hour. Creatures with resistance or immunity to cold damage
automatically succeed on the saving throw, as do creatures wearing cold weather gear and creatures naturally adapted to cold climates. On a failed saving throw, the creature has disadvantage on ability
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with fang-filled mouths. Any creature that beholds the statue in any of its forms must succeed on a DC 14 Wisdom saving throw or gain a random form of short-term madness (determined by rolling on the
Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide). Whether a creature succeeds or fails on the saving throw, it can’t be affected by the statue again. A character who sees the