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Returning 35 results for 'saving skill'.
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Magic Items
Forgotten Realms: Heroes of Faerûn
saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
must have proficiency in the Arcana skill and with Calligrapher's Supplies and have the spell prepared each day of the inking. You must also have at hand any Material components required by the spell
Feats
Forgotten Realms: Heroes of Faerûn
isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by
the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
Monsters
Astarion's Book of Hungers
Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack
). Charisma Saving Throw: DC 14, one creature within 30 feet of the devil. Failure: The target has the Charmed condition. While it is Charmed, it has the Stunned condition, except the target can speak. If
Monsters
Forgotten Realms: Adventures in Faerûn
Magic Resistance. Manshoon has Advantage on saving throws against spells and other magical effects.Multiattack. Manshoon makes three Arcane Burst attacks. He can replace two attacks with a use of
amassed magical skill and political influence he uses for his own gain. Manshoon considers the Zhentarim to be only one tool to amass personal power, and he casually sacrifices minions once they&rsquo
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
Intelligence checks while this faceted sphere orbits your head.
Ioun Stone of Historical Knowledge;Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks
with that skill if already proficient, while this polished, steely sphere orbits your head.
Ioun Stone of Natural Knowledge;Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a
Magic Items
Lost Laboratory of Kwalish
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
space you occupied when you disappeared. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the
Monsters
Acquisitions Incorporated
(Recharge 5–6). The hobgoblin sprays acid in a 10-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction
water, allowing it to be used five times.Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.
magic-items
Polymorph spell on yourself, transforming into a Riding Horse. When cast in this way, you also retain your Intelligence, Wisdom, and Charisma scores, as well as your skill and saving throw proficiencies. Any
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature
Monsters
Eberron: Rising from the Last War
assassin must make a DC 12 Constitution saving throw, taking 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Unstable Mark","rollDamageType":"force"} force damage on a failed save, or half
elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
first time it enters a creature’s space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 + 8);{"diceNotation":"8d6+8","rollType":"damage","rollAction
pushed up to 30 feet and knocked prone.Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground
Monsters
Planescape: Adventures in the Multiverse
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
Magic Resistance. The maelephant has advantage on saving throws against spells and other magical effects.Multiattack. The maelephant makes one Barbed Trunk attack and two Glaive attacks.
Barbed
feats
any skill check or Saving Throw to escape falling natural rocks (i.e. from cliffs, caves, tunnels, etc., but not from traps or buildings).
Monsters
Mythic Odysseys of Theros
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Sleepless Reveler. Magic can't put the satyr to sleep.Multiattack. The satyr makes three ram
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
Monsters
Mythic Odysseys of Theros
on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1
hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies.
Magic Resistance. The satyr has advantage on saving
classes
Eberron: Forge of the Artificer
Core Artificer Traits
Primary Ability
Intelligence
Hit Point Die
D8 per Artificer level
Saving Throw Proficiencies
Constitution and Intelligence
Skill Proficiencies
Choose
Point Die, proficiency with Tinker’s Tools, proficiency in one skill of your choice from the Artificer’s skill list, and training with Light and Medium armor and Shields.
Gain the
classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
Die, proficiency in one skill of your choice from the Rogue’s skill list, proficiency with Thieves’ Tools, and training with Light armor.
Gain the Rogue’s level 1 features, which
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
Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields
Monsters
Bigby Presents: Glory of the Giants
succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.Multiattack. The fensir makes three Battleaxe attacks or two Magic Stone attacks
Strength saving throw or have the prone condition.
Mud to Stone (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mud to Stone"}. The fensir lobs a magical mass of mud that
Shapechange
Legacy
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Spells
Basic Rules (2014)
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
spells
6
The creature’s skill and saving throw proficiencies
On a successful save, the creature takes half as much damage and you don’t learn anything. A creature with an Intelligence
You warp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw. On a failed save
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Acid Vomit","rollDamageType":"acid"} acid damage on a
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Sheathed Staff, you must take the Advanced Weapon
creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
Monsters
Locathah Rising
statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to