Word of Recall
Word of Recall
Range: 5 feet
The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
You must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.
Wormway
Wormway
Range: Special (150 miles
Writhing Transformation
Writhing Transformation
As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself.
Zone of Truth
Zone of Truth
You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.
Tree Stride
Tree Stride
Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.
Saving Throw
Saving Throw
A saving throw (sometimes called a save) represents an attempt to resist an effect being forced upon your character such as a spell, a trap, a poison, a disease, or similar threat. You don’t normally decide to make a saving throw; you make one because you’re at risk of harm. Although you typically will not want to, you can always choose to fail a saving throw.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Constitution modifier for a Constitution saving throw.
A saving throw can be modified by a situational bonus or penalty, and can be affected by advantage and disadvantage, as determined by the Narrator.
Each class gives proficiency in at least two saving throws. The sorcerer , for example, is proficient in Constitution and Charisma saving throws. Proficiency in a saving throw lets you add your proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually a successful save means that a creature suffers either no harm or reduced harm.