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                        Returning 35 results for 'well of throw'.
                    
                
                        
                            
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                                        wall of throw
                                    
                                
                                    
                                        will of throw
                                    
                                
                                    
                                        well of three
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
                                                
                                            
                                                
                                                     and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                                
                                                    You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
                                                
                                            
                                                
                                                     Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
−5
You Have the Target’s...
Save Modifier
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
                                                
                                            
                                                
                                                     saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’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
                                                
                                            
                                        
                                                     Classes
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
                                                
                                            
                                                
                                                     mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
                                                
                                            
                                                
                                                     height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn’t an Undead. Failure: 10 (2d6 + 3);{"diceNotation":"2d6+3
                                                
                                            
                                                
                                                     target is immune to this ghost’s Horrific Visage for 24 hours.
Possession (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Possession"}. Charisma Saving Throw: DC 13, one
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
                                                
                                            
                                                
                                                     to succeed instead.
Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
                                                
                                            
                                                
                                                     skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere
                                                
                                            
                                                
                                                    . Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type
                                                
                                            
                                                
                                                     command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     throw my weight around to make sure I get my way.
8
I enjoy breaking delicate works of art. And fingers, which are sort of the same.
Ideals
d6
Ideal
1
Guild. My
                                                
                                            
                                                
                                                     find more ways to express my art through pain — my own as well as others’. (Chaotic)
4
Freedom. No one tells me what to do. (Chaotic)
5
Equality. I want to see Ravnica
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the snow maiden has disadvantage on attack rolls, as well as on
                                                
                                            
                                                
                                                    );{"diceNotation":"3d6","rollType":"damage","rollAction":"Life Drain","rollDamageType":"cold"} cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    "} piercing damage, and it must succeed on a DC 16 Strength saving throw or have the prone condition.Giant oxen labor as beasts of burden for giants of all kinds, pulling plows, hauling oversized carts, and
                                                
                                            
                                                
                                                     performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    .
 
Skill Proficiencies: History, Perception
Tool Proficiencies: Carpenter’s tools, vehicles (water)
Equipment: A set of well-loved carpenter’s tools, a blank book, 1 ounce of
                                                
                                            
                                                
                                                     teeth shall adorn my hearth.
D6
FLAW
1
I don’t know when to throw something away. You never know when it might be useful again.
2
I get frustrated to the
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage
                                                
                                            
                                                
                                                     well as the spells specific to each kind of stone. As an action, you can cast one of the stone’s spells by expending the requisite number of charges, requiring no material components (save DC 16
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it
                                                
                                            
                                                
                                                    ) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Monsters
                                                    Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
                                                
                                            
                                                
                                                    );{"diceNotation":"1d6","rollType":"recharge","rollAction":"Alchemical Flame"}. The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
                                                
                                            
                                                
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation
                                                
                                            
                                                
                                                     must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Brave. Horgar has advantage on saving throws against being frightened.
Resistance. Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or
                                                
                                            
                                                
                                                     paralyzed.
Sunlight Sensitivity. While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gauntlets of Ogre Power. Horgar wears a set
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6
                                                
                                            
                                                
                                                     saving throw or be frightened of the liondrake for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour
                                                
                                            
                                                
                                                    .
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The troglodyte makes three attacks: one
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     of 30 feet, as well as a measure of innate spellcasting ability based on Wisdom. For the next 24 hours, it can innately cast the following spells, requiring no material components:
3/day: meld into
                                                
                                            
                                                
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.Rock Catching. If a rock or similar object is hurled at
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
                                                
                                            
                                                
                                                     advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). Grandolpha's
                                                
                                            
                                                
                                                     attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of
                                                
                                            
                                        
                                                    Duergar Xarrorn
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
                                                
                                            
                                                
                                                     duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While cursed with spider features, he can climb difficult surfaces, even across ceilings
                                                
                                            
                                                
                                                     on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     feet of itself, exposing the target to malevolent entities. The target must make a DC 14 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
                                                
                                            
                                                
                                                     its own. On a successful save, the target takes half as much damage only. An incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour
                                                
                                            
                                                
                                                    .
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The troglodyte either makes two attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight
                                                
                                            
                                                
                                                     Sensitivity. While in sunlight, Kaarghaz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     creature, as well as a platinum rod.Multiattack. The pentadrone makes five arm attacks.
Arm. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Arm"} to hit, reach 5 ft
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Paralysis Gas"}. The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute
                                                
                                            
                                        






