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                        Returning 35 results for 'saving string adventures'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
                                                
                                            
                                                
                                                     destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
                                                
                                            
                                                
                                                     ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
                                                
                                            
                                        
                                                     Monsters
                                                    Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Brave. Don-Jon has advantage on saving throws against being frightened.
Not Dead Yet (Recharges after a Long Rest). If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and
                                                
                                            
                                                
                                                    ":"Sling","rollDamageType":"bludgeoning"} bludgeoning damage.A fearless troubleshooter who has experienced more than his fair share of adventures.
Full of bluster and stories of his great exploits, Don-Jon
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit
                                                
                                            
                                                
                                                    .
Frighten Foe (Costs 2 Actions). The warlord targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
                                                
                                            
                                                
                                                     10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Crysteel Dagger","rollDamageType":"force"} force damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     can hear Quill’s magical fable must make a DC 17 Wisdom saving throw, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Quill's Fable","rollDamageType":"psychic"} psychic
                                                
                                            
                                                
                                                    , mage hand, prestidigitation
3/day each: detect magic, dispel magic, faerie fire, hold monster
1/day each: mind blank, teleport
Supreme Mockery. Quill hurls a string of insults laced with enchantments
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Blood
                                                
                                            
                                                
                                                    , undead hunters, nosferatu possess the endless thirst of vampire;vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be
                                                
                                            
                                                
                                                     using these names for military forces characters encounter during their adventures or that they were once a part of.
Meletian Hoplite Unit Names
D8
NAME
1
Kraken's Claw
2
Hands of Justice
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
All Around Vision. The Inspired can’t be surprised.
Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Crysteel Dagger","rollDamageType":"force"} force damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ":"force"} force damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
                                                
                                            
                                                
                                                     damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Charisma saving throw or have the charmed condition until the start of the target’s next turn.
Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting
                                                
                                            
                                                
                                                     embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice
                                                
                                            
                                                
                                                     following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                    ) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until
                                                
                                            
                                                
                                                     Circle spell requires a minimum of five secondary casters. In addition to the spell’s usual components, you must provide a special component (a string of three black pearls from Pandemonium
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.Akroan hoplites, also
                                                
                                            
                                                
                                                     characters encounter during their adventures or that they were once a part of.
Akroan Hoplite Unit Names
D8
NAME
1
Spears of Iroas
2
Iron Fangs
3
Arrows of Anax
4
The Unbroken
5
Anvil of Purphoros
6
Skewering Squad
7
Shield of Akros
8
Cymede's Heart
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an
                                                
                                            
                                                
                                                     action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
                                                
                                            
                                                
                                                     outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in that area must make a DC 12 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant
                                                
                                            
                                                
                                                    )
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6","rollType":"damage
                                                
                                            
                                                
                                                    . (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
                                                
                                            
                                                
                                                     fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of
                                                
                                            
                                                
                                                     moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ", "rollDamageType":"radiant"} radiant damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be wreathed in light until the end of the faerie’s next turn. While a
                                                
                                            
                                                
                                                     their heads, and a faint white aura surrounds their bodies.
For good or ill, most fae can’t resist meddling in the adventures of any knight they meet.
Faeries
The faeries of Eldraine are
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    –6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw
                                                
                                            
                                                
                                                    )
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Young Dragon Turtle;Young
13
fog cloud
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8);{"diceNotation
                                                
                                            
                                                
                                                     disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
                                                
                                            
                                                
                                                     for the information I glean, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Constitution saving throw. On a failed save, the creature takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and
                                                
                                            
                                                
                                                     is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Knightly Virtue. The knight has one of the following traits, depending on the court it serves:
Courage (Embereth). The knight has advantage on Wisdom checks and Wisdom saving throws.
Knowledge
                                                
                                            
                                                
                                                     (Vantress). The knight has advantage on Intelligence checks and Intelligence saving throws.
Loyalty (Ardenvale). The knight has advantage on Charisma checks and Charisma saving throws.
Persistence
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    "}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22
                                                
                                            
                                                
                                                     treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
                                                
                                            
                                                
                                                     paid for the information I glean, I don’t care what others do with it. (Evil)
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     invisible with him.
Limited Telepathy. Using telepathy, Sir Talavar can magically communicate with any other faerie dragon within 60 feet of him.
Magic Resistance. Sir Talavar has advantage on saving
                                                
                                            
                                                
                                                     on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Resistance (3/Day). If Alustriel fails a saving throw, she can choose to succeed instead.
Special Equipment. Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other
                                                
                                            
                                                
                                                    );{"diceNotation":"9d12+7", "rollType":"damage", "rollAction":"Reproving Ray", "rollDamageType":"force"} force damage, and if the target is a creature, it must make a DC 22 Charisma saving throw. On a failed save
                                                
                                            
                                        






