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Returning 35 results for 'seraph for saving from with 20th'.
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Monsters
Out of the Abyss
Fey Ancestry. Quenthel has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Quenthel's innate spellcasting ability is Charisma (spell
20th-level spellcaster. Her spellcasting ability is Wisdom (save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Quenthel can cast any
Monsters
Guildmasters’ Guide to Ravnica
Legendary Resistance (3/Day). If Niv-Mizzet fails a saving throw, he can choose to succeed instead.
Locus of the Firemind. Niv-Mizzet can maintain concentration on two different spells at the same
time. In addition, he has advantage on saving throws to maintain concentration on spells.
Magic Resistance. Niv-Mizzet has advantage on saving throws against spells and other magical effects.
Master
Monsters
Eberron: Rising from the Last War
, the target takes an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollDamageType":"slashing"} slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw
or be pushed up to 10 feet away and knocked prone.
Spellcasting. The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20
Monsters
Tomb of Annihilation
fails a saving throw, he can choose to succeed instead.
Rejuvenation. Acererak’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body
phylactery, the location of which is hidden.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
/Day). If Halaster fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body
parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
Monsters
Eberron: Rising from the Last War
Legendary Resistance (3/Day). If Illmarrow fails a saving throw, she can choose to succeed instead.
Magic Resistance. Illmarrow has advantage on saving throws against spells and other magical
is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Resistance. The drow has advantage on saving throws against spells and other magical effects.
Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save
spells
restored to its Hit Point maximum. The creature’s ability scores less than 18 become 18. Depending on the word you use, you also bless the target based upon the Arch Seraph that you call upon
:
Aphaelon: The target becomes immune to the Charmed condition. If the target fails a saving throw, it can take a Reaction to cause the save to be rerolled. It must use the new roll.
Empyreus: The
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Stage 2, 3d6 at Stage 3, and 4d6 at Stage 4. Stage 1 Flaw: Planar Binding Seraph Stage 1 Flaw Your body and soul are bound to the higher planes of good. You have Disadvantage on Death Saving Throws as
succeed on a DC 15 Charisma saving throw or have the Blinded condition for 1 minute. Additionally, for the next minute, attacks against you have Advantage. Seraph Stage 3 When you reach Stage 3 of the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
in the Arch Seraph section.
Daniel Alessi
Arch Daemon Wizard Level Spells 3 Bane, Toll the Dead 5 Fear 7 [Tooltip Not Found] 9 Geas Arch Seraph Wizard Level Spells 3 Aid, Bless
understand theirs, even if you do not share a language. Arch Seraph Boon. While you are siphoning power from Arch Seraphs, you have Resistance to Radiant damage. In addition, Celestials that know
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined
. This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don’t. Proficiency Die Level Proficiency Bonus Proficiency Die 1st–4th +2 1d4 5th–8th +3 1d6 9th–12th +4 1d8 13th–16th +5 1d10 17th–20th +6 1d12
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character’s player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined
. This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don’t. Proficiency Die Level Proficiency Bonus Proficiency Die 1st–4th +2 1d4 5th–8th +3 1d6 9th–12th +4 1d8 13th–16th +5 1d10 17th–20th +6 1d12
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage
increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated, you can choose one other
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage
increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Sea. When this effect is activated, you can choose one other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Indomitable (2 uses) 19th +6 Ability Score Improvement 20th +6 Second Wind (2 uses) Warriors, Left to Right: an Aasimar, a Firbolg, and a Wolf Bonus Proficiencies 1st-level Warrior feature The sidekick
gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified
again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Indomitable (2 uses) 19th +6 Ability Score Improvement 20th +6 Second Wind (2 uses) Warriors, Left to Right: an Aasimar, a Firbolg, and a Wolf Bonus Proficiencies 1st-level Warrior feature The sidekick
gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
casters are pure and fit for use.
Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals be kept in check
extra 2d8 Force damage instead. At Cleric level 14, the extra Force damage increases to 2d8, or 3d8 if the creature is concentrating on a spell. If a creature fails its saving throw to maintain
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
+5 Ability Score Improvement 17th +6 — 18th +6 Sharp Mind 19th +6 Ability Score Improvement 20th +6 Inspiring Help (2d6) Experts, Left to Right: a Tortle, a Winged Kobold, and a Kenku Bonus
Proficiencies 1st-level Expert feature The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in five skills of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
+5 Ability Score Improvement 17th +6 — 18th +6 Sharp Mind 19th +6 Ability Score Improvement 20th +6 Inspiring Help (2d6) Experts, Left to Right: a Tortle, a Winged Kobold, and a Kenku Bonus
Proficiencies 1st-level Expert feature The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in five skills of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
more of an art than a science. In addition to assessing monsters by challenge rating, it’s important to look at how certain monsters might stack up against your group. Hit points, attacks, and saving
saving throws that most of the party members are weak with, and compare the characters’ offensive abilities to the monsters’ saving throws. If the only creatures you can choose from at the desired
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Spirit Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. Exalted Champion At 20th level, your presence on the field of battle is an inspiration to those
issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
more of an art than a science. In addition to assessing monsters by challenge rating, it’s important to look at how certain monsters might stack up against your group. Hit points, attacks, and saving
saving throws that most of the party members are weak with, and compare the characters’ offensive abilities to the monsters’ saving throws. If the only creatures you can choose from at the desired
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Spirit Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. Exalted Champion At 20th level, your presence on the field of battle is an inspiration to those
issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this