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How could I create a situation in which a PC has to make a saving throw or be forced to pet a dog?


Clarifying the wraith's Life Drain attack in the Lost Mine of Phandelver adventureIs there a general rule for which saving throws you can repeat?How does Persistent Spell work with spells that have a duration?How do you determine if a spell can damage objects?What is the Wand of Paralysis' Saving Throw?Does being forced to make a Saving Throw count as a “Hit” for the purpose of Assassinate?How does Healing Spirit interact with death saving throws?House rules for a new player's Ranger character; are they balanced?How impactful would it be if I were to make saving throws “round up”, unlike other stats?If a creature is forced to make a Dex save but has nowhere to go to avoid the effect, can they still make the save?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








9












$begingroup$


Here is how this question came up to me :



I have a dog (IRL), and it's so cute that I'm pretty crazy about it (I guess like most dog owners). My players, which are also my friends, know that.



I wanted to introduce something like an easter egg referring to it. I want to find a way to make them face a dog that is so cute that they have to make a saving throw (I don't know what kind or what DC) or be forced to pet it.



I know that as I am the DM I can just hand wave it and make it happen, but I was wondering if this can be achieved by RAW (even if it's not only because of the dog's cuteness).



So, how could a dog force a PC to make a saving throw or be forced to pet it by RAW?



  • It can be the effect of an item, but you have to explain how a dog could carry this item to make it plausible.

  • It can be the effect of a spell, but the spell has to be cast on the dog, not on the PCs. The saving throw must happen only when the PCs see or are near the dog. The caster should be able to leave the area after the spell is cast and the saving throw should still happen (I want the "event" to possibly happen even in a forest or else, as if the dog lost itself).

  • It can also be any other effect, as long as it is RAW.

  • I only have access to basic rules for now (Starter Set), so if you mention something from another official source, please quote the relevant parts of the rules.









share|improve this question











$endgroup$











  • $begingroup$
    How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
    $endgroup$
    – Sdjz
    8 hours ago







  • 1




    $begingroup$
    Obviously the appropriate spell here would be who's a good boy.
    $endgroup$
    – Rubiksmoose
    7 hours ago







  • 3




    $begingroup$
    Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
    $endgroup$
    – Cubic
    7 hours ago






  • 1




    $begingroup$
    @Renegade that seems like the stem of a good answer. I hope you'll post it as such.
    $endgroup$
    – nitsua60
    4 hours ago










  • $begingroup$
    @Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
    $endgroup$
    – KorvinStarmast
    4 hours ago

















9












$begingroup$


Here is how this question came up to me :



I have a dog (IRL), and it's so cute that I'm pretty crazy about it (I guess like most dog owners). My players, which are also my friends, know that.



I wanted to introduce something like an easter egg referring to it. I want to find a way to make them face a dog that is so cute that they have to make a saving throw (I don't know what kind or what DC) or be forced to pet it.



I know that as I am the DM I can just hand wave it and make it happen, but I was wondering if this can be achieved by RAW (even if it's not only because of the dog's cuteness).



So, how could a dog force a PC to make a saving throw or be forced to pet it by RAW?



  • It can be the effect of an item, but you have to explain how a dog could carry this item to make it plausible.

  • It can be the effect of a spell, but the spell has to be cast on the dog, not on the PCs. The saving throw must happen only when the PCs see or are near the dog. The caster should be able to leave the area after the spell is cast and the saving throw should still happen (I want the "event" to possibly happen even in a forest or else, as if the dog lost itself).

  • It can also be any other effect, as long as it is RAW.

  • I only have access to basic rules for now (Starter Set), so if you mention something from another official source, please quote the relevant parts of the rules.









share|improve this question











$endgroup$











  • $begingroup$
    How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
    $endgroup$
    – Sdjz
    8 hours ago







  • 1




    $begingroup$
    Obviously the appropriate spell here would be who's a good boy.
    $endgroup$
    – Rubiksmoose
    7 hours ago







  • 3




    $begingroup$
    Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
    $endgroup$
    – Cubic
    7 hours ago






  • 1




    $begingroup$
    @Renegade that seems like the stem of a good answer. I hope you'll post it as such.
    $endgroup$
    – nitsua60
    4 hours ago










  • $begingroup$
    @Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
    $endgroup$
    – KorvinStarmast
    4 hours ago













9












9








9


1



$begingroup$


Here is how this question came up to me :



I have a dog (IRL), and it's so cute that I'm pretty crazy about it (I guess like most dog owners). My players, which are also my friends, know that.



I wanted to introduce something like an easter egg referring to it. I want to find a way to make them face a dog that is so cute that they have to make a saving throw (I don't know what kind or what DC) or be forced to pet it.



I know that as I am the DM I can just hand wave it and make it happen, but I was wondering if this can be achieved by RAW (even if it's not only because of the dog's cuteness).



So, how could a dog force a PC to make a saving throw or be forced to pet it by RAW?



  • It can be the effect of an item, but you have to explain how a dog could carry this item to make it plausible.

  • It can be the effect of a spell, but the spell has to be cast on the dog, not on the PCs. The saving throw must happen only when the PCs see or are near the dog. The caster should be able to leave the area after the spell is cast and the saving throw should still happen (I want the "event" to possibly happen even in a forest or else, as if the dog lost itself).

  • It can also be any other effect, as long as it is RAW.

  • I only have access to basic rules for now (Starter Set), so if you mention something from another official source, please quote the relevant parts of the rules.









share|improve this question











$endgroup$




Here is how this question came up to me :



I have a dog (IRL), and it's so cute that I'm pretty crazy about it (I guess like most dog owners). My players, which are also my friends, know that.



I wanted to introduce something like an easter egg referring to it. I want to find a way to make them face a dog that is so cute that they have to make a saving throw (I don't know what kind or what DC) or be forced to pet it.



I know that as I am the DM I can just hand wave it and make it happen, but I was wondering if this can be achieved by RAW (even if it's not only because of the dog's cuteness).



So, how could a dog force a PC to make a saving throw or be forced to pet it by RAW?



  • It can be the effect of an item, but you have to explain how a dog could carry this item to make it plausible.

  • It can be the effect of a spell, but the spell has to be cast on the dog, not on the PCs. The saving throw must happen only when the PCs see or are near the dog. The caster should be able to leave the area after the spell is cast and the saving throw should still happen (I want the "event" to possibly happen even in a forest or else, as if the dog lost itself).

  • It can also be any other effect, as long as it is RAW.

  • I only have access to basic rules for now (Starter Set), so if you mention something from another official source, please quote the relevant parts of the rules.






dnd-5e saving-throw monster-design






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 8 hours ago









DucksGoMooful

38829




38829










asked 8 hours ago









ZomaZoma

883431




883431











  • $begingroup$
    How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
    $endgroup$
    – Sdjz
    8 hours ago







  • 1




    $begingroup$
    Obviously the appropriate spell here would be who's a good boy.
    $endgroup$
    – Rubiksmoose
    7 hours ago







  • 3




    $begingroup$
    Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
    $endgroup$
    – Cubic
    7 hours ago






  • 1




    $begingroup$
    @Renegade that seems like the stem of a good answer. I hope you'll post it as such.
    $endgroup$
    – nitsua60
    4 hours ago










  • $begingroup$
    @Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
    $endgroup$
    – KorvinStarmast
    4 hours ago
















  • $begingroup$
    How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
    $endgroup$
    – Sdjz
    8 hours ago







  • 1




    $begingroup$
    Obviously the appropriate spell here would be who's a good boy.
    $endgroup$
    – Rubiksmoose
    7 hours ago







  • 3




    $begingroup$
    Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
    $endgroup$
    – Cubic
    7 hours ago






  • 1




    $begingroup$
    @Renegade that seems like the stem of a good answer. I hope you'll post it as such.
    $endgroup$
    – nitsua60
    4 hours ago










  • $begingroup$
    @Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
    $endgroup$
    – KorvinStarmast
    4 hours ago















$begingroup$
How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
$endgroup$
– Sdjz
8 hours ago





$begingroup$
How restrictive is the dog itself? Are you using a specific statblock for the dog (for example the mastiff)? Can it be a completely different creature transformed into a dog?
$endgroup$
– Sdjz
8 hours ago





1




1




$begingroup$
Obviously the appropriate spell here would be who's a good boy.
$endgroup$
– Rubiksmoose
7 hours ago





$begingroup$
Obviously the appropriate spell here would be who's a good boy.
$endgroup$
– Rubiksmoose
7 hours ago





3




3




$begingroup$
Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
$endgroup$
– Cubic
7 hours ago




$begingroup$
Just a side tip: If you don't want something killed and defiled, don't put it in the path of your players. Your players will incinerate that dog the second the words "make a wisdom save" leave your lips.
$endgroup$
– Cubic
7 hours ago




1




1




$begingroup$
@Renegade that seems like the stem of a good answer. I hope you'll post it as such.
$endgroup$
– nitsua60
4 hours ago




$begingroup$
@Renegade that seems like the stem of a good answer. I hope you'll post it as such.
$endgroup$
– nitsua60
4 hours ago












$begingroup$
@Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
$endgroup$
– KorvinStarmast
4 hours ago




$begingroup$
@Renegade If you want to challenge the frame of the question, or even if you want to take a slight 'bad wrong fun' approach to this idea, the place to do that is in an answer. (I suggest against the latter, unless you are careful in your approach, as BWF answers get a poor reception here. ).
$endgroup$
– KorvinStarmast
4 hours ago










4 Answers
4






active

oldest

votes


















6












$begingroup$

You could have a bard Awaken the dog and then teach it to cast Suggestion.



The Awaken spell description says:




After spending the casting time tracing magical pathways within a
precious gemstone, you touch a Huge or smaller beast or plant. The
target must have either no Intelligence score or an Intelligence of 3
or less. The target gains an Intelligence of 10. The target also gains
the ability to speak one language you know. If the target is a plant,
it gains the ability to move its limbs, roots, vines, creepers, and so
forth, and it gains senses similar to a human’s. Your GM chooses
statistics appropriate for the awakened plant, such as the statistics
for the awakened shrub or the awakened tree.



The awakened beast or plant is charmed by you for 30 days or until you
or your companions do anything harmful to it. When the charmed
condition ends, the awakened creature chooses whether to remain
friendly to you, based on how you treated it while it was charmed.




The description of the Suggestion spell says:




You suggest a course of activity (limited to a sentence or two) and
magically influence a creature you can see within range that can hear
and understand you. Creatures that can’t be charmed are immune to this
effect. The suggestion must be worded in such a manner as to make the
course of action sound reasonable. Asking the creature to stab itself,
throw itself onto a spear, immolate itself, or do some other obviously
harmful act ends the spell.



The target must make a Wisdom saving throw. On a failed save, it
pursues the course of action you described to the best of its ability.
The suggested course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter time, the
spell ends when the subject finishes what it was asked to do.







share|improve this answer










New contributor



StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





$endgroup$








  • 1




    $begingroup$
    Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
    $endgroup$
    – Cubic
    4 hours ago


















2












$begingroup$

Command



(1st level enchantment):




You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. [...]




Glyph of Warding



(3rd level abjuration):




When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object [...].



You decide what triggers the glyph when you cast the spell. [...] Once a glyph is triggered, this spell ends. [...]



You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics [...]. You can also
set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.



Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. [...] When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. [...]




Have your dog's owner inscribe a several Glyphs of Warding (at least as many as there are members of the party) on the ground in a clearing in the woods, surrounding the tree that the dog's leash is tied to. Set them to trigger when anyone who hasn't triggered this effect yet looks at the dog.



When creating the glyph, store the spell Command, using the command word "Pet".






share|improve this answer









$endgroup$












  • $begingroup$
    Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
    $endgroup$
    – Liam Morris
    15 mins ago


















0












$begingroup$

If you are OK with a potential TPK: Sympathy



Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.



The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.






share|improve this answer









$endgroup$




















    -1












    $begingroup$

    There are no rules that would do exactly what you want.



    Here are some rules that do something similar.



    The wizard spell antipathy/sympathy says:




    The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.




    You would have to explain why someone cast this spell on a dog, and you'd have to house rule "forced to stand near" to "forced to pet".



    The creature "nymph" says:




    Blinding Beauty. If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can avert their eyes.




    You'd have to explain why this nymph had taken the form of a dog, and you'd have to house rule the effect of the failed save.



    The creature "vampire" can turn into a bat, and it has an ability that says:




    Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.




    You'd have to houserule that this vampire turns into a dog instead of a bat.






    share|improve this answer









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      4 Answers
      4






      active

      oldest

      votes








      4 Answers
      4






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      6












      $begingroup$

      You could have a bard Awaken the dog and then teach it to cast Suggestion.



      The Awaken spell description says:




      After spending the casting time tracing magical pathways within a
      precious gemstone, you touch a Huge or smaller beast or plant. The
      target must have either no Intelligence score or an Intelligence of 3
      or less. The target gains an Intelligence of 10. The target also gains
      the ability to speak one language you know. If the target is a plant,
      it gains the ability to move its limbs, roots, vines, creepers, and so
      forth, and it gains senses similar to a human’s. Your GM chooses
      statistics appropriate for the awakened plant, such as the statistics
      for the awakened shrub or the awakened tree.



      The awakened beast or plant is charmed by you for 30 days or until you
      or your companions do anything harmful to it. When the charmed
      condition ends, the awakened creature chooses whether to remain
      friendly to you, based on how you treated it while it was charmed.




      The description of the Suggestion spell says:




      You suggest a course of activity (limited to a sentence or two) and
      magically influence a creature you can see within range that can hear
      and understand you. Creatures that can’t be charmed are immune to this
      effect. The suggestion must be worded in such a manner as to make the
      course of action sound reasonable. Asking the creature to stab itself,
      throw itself onto a spear, immolate itself, or do some other obviously
      harmful act ends the spell.



      The target must make a Wisdom saving throw. On a failed save, it
      pursues the course of action you described to the best of its ability.
      The suggested course of action can continue for the entire duration.
      If the suggested activity can be completed in a shorter time, the
      spell ends when the subject finishes what it was asked to do.







      share|improve this answer










      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      $endgroup$








      • 1




        $begingroup$
        Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
        $endgroup$
        – Cubic
        4 hours ago















      6












      $begingroup$

      You could have a bard Awaken the dog and then teach it to cast Suggestion.



      The Awaken spell description says:




      After spending the casting time tracing magical pathways within a
      precious gemstone, you touch a Huge or smaller beast or plant. The
      target must have either no Intelligence score or an Intelligence of 3
      or less. The target gains an Intelligence of 10. The target also gains
      the ability to speak one language you know. If the target is a plant,
      it gains the ability to move its limbs, roots, vines, creepers, and so
      forth, and it gains senses similar to a human’s. Your GM chooses
      statistics appropriate for the awakened plant, such as the statistics
      for the awakened shrub or the awakened tree.



      The awakened beast or plant is charmed by you for 30 days or until you
      or your companions do anything harmful to it. When the charmed
      condition ends, the awakened creature chooses whether to remain
      friendly to you, based on how you treated it while it was charmed.




      The description of the Suggestion spell says:




      You suggest a course of activity (limited to a sentence or two) and
      magically influence a creature you can see within range that can hear
      and understand you. Creatures that can’t be charmed are immune to this
      effect. The suggestion must be worded in such a manner as to make the
      course of action sound reasonable. Asking the creature to stab itself,
      throw itself onto a spear, immolate itself, or do some other obviously
      harmful act ends the spell.



      The target must make a Wisdom saving throw. On a failed save, it
      pursues the course of action you described to the best of its ability.
      The suggested course of action can continue for the entire duration.
      If the suggested activity can be completed in a shorter time, the
      spell ends when the subject finishes what it was asked to do.







      share|improve this answer










      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      $endgroup$








      • 1




        $begingroup$
        Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
        $endgroup$
        – Cubic
        4 hours ago













      6












      6








      6





      $begingroup$

      You could have a bard Awaken the dog and then teach it to cast Suggestion.



      The Awaken spell description says:




      After spending the casting time tracing magical pathways within a
      precious gemstone, you touch a Huge or smaller beast or plant. The
      target must have either no Intelligence score or an Intelligence of 3
      or less. The target gains an Intelligence of 10. The target also gains
      the ability to speak one language you know. If the target is a plant,
      it gains the ability to move its limbs, roots, vines, creepers, and so
      forth, and it gains senses similar to a human’s. Your GM chooses
      statistics appropriate for the awakened plant, such as the statistics
      for the awakened shrub or the awakened tree.



      The awakened beast or plant is charmed by you for 30 days or until you
      or your companions do anything harmful to it. When the charmed
      condition ends, the awakened creature chooses whether to remain
      friendly to you, based on how you treated it while it was charmed.




      The description of the Suggestion spell says:




      You suggest a course of activity (limited to a sentence or two) and
      magically influence a creature you can see within range that can hear
      and understand you. Creatures that can’t be charmed are immune to this
      effect. The suggestion must be worded in such a manner as to make the
      course of action sound reasonable. Asking the creature to stab itself,
      throw itself onto a spear, immolate itself, or do some other obviously
      harmful act ends the spell.



      The target must make a Wisdom saving throw. On a failed save, it
      pursues the course of action you described to the best of its ability.
      The suggested course of action can continue for the entire duration.
      If the suggested activity can be completed in a shorter time, the
      spell ends when the subject finishes what it was asked to do.







      share|improve this answer










      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      $endgroup$



      You could have a bard Awaken the dog and then teach it to cast Suggestion.



      The Awaken spell description says:




      After spending the casting time tracing magical pathways within a
      precious gemstone, you touch a Huge or smaller beast or plant. The
      target must have either no Intelligence score or an Intelligence of 3
      or less. The target gains an Intelligence of 10. The target also gains
      the ability to speak one language you know. If the target is a plant,
      it gains the ability to move its limbs, roots, vines, creepers, and so
      forth, and it gains senses similar to a human’s. Your GM chooses
      statistics appropriate for the awakened plant, such as the statistics
      for the awakened shrub or the awakened tree.



      The awakened beast or plant is charmed by you for 30 days or until you
      or your companions do anything harmful to it. When the charmed
      condition ends, the awakened creature chooses whether to remain
      friendly to you, based on how you treated it while it was charmed.




      The description of the Suggestion spell says:




      You suggest a course of activity (limited to a sentence or two) and
      magically influence a creature you can see within range that can hear
      and understand you. Creatures that can’t be charmed are immune to this
      effect. The suggestion must be worded in such a manner as to make the
      course of action sound reasonable. Asking the creature to stab itself,
      throw itself onto a spear, immolate itself, or do some other obviously
      harmful act ends the spell.



      The target must make a Wisdom saving throw. On a failed save, it
      pursues the course of action you described to the best of its ability.
      The suggested course of action can continue for the entire duration.
      If the suggested activity can be completed in a shorter time, the
      spell ends when the subject finishes what it was asked to do.








      share|improve this answer










      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.








      share|improve this answer



      share|improve this answer








      edited 2 hours ago









      V2Blast

      30.6k5113185




      30.6k5113185






      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.








      answered 8 hours ago









      StarHawkStarHawk

      1614




      1614




      New contributor



      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.




      New contributor




      StarHawk is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      • 1




        $begingroup$
        Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
        $endgroup$
        – Cubic
        4 hours ago












      • 1




        $begingroup$
        Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
        $endgroup$
        – Cubic
        4 hours ago







      1




      1




      $begingroup$
      Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
      $endgroup$
      – Cubic
      4 hours ago




      $begingroup$
      Have the dog be an 11th level spell caster and use Mass Suggestion for added effect. This starts going into really silly territory though.
      $endgroup$
      – Cubic
      4 hours ago













      2












      $begingroup$

      Command



      (1st level enchantment):




      You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. [...]




      Glyph of Warding



      (3rd level abjuration):




      When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object [...].



      You decide what triggers the glyph when you cast the spell. [...] Once a glyph is triggered, this spell ends. [...]



      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics [...]. You can also
      set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.



      Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. [...] When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. [...]




      Have your dog's owner inscribe a several Glyphs of Warding (at least as many as there are members of the party) on the ground in a clearing in the woods, surrounding the tree that the dog's leash is tied to. Set them to trigger when anyone who hasn't triggered this effect yet looks at the dog.



      When creating the glyph, store the spell Command, using the command word "Pet".






      share|improve this answer









      $endgroup$












      • $begingroup$
        Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
        $endgroup$
        – Liam Morris
        15 mins ago















      2












      $begingroup$

      Command



      (1st level enchantment):




      You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. [...]




      Glyph of Warding



      (3rd level abjuration):




      When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object [...].



      You decide what triggers the glyph when you cast the spell. [...] Once a glyph is triggered, this spell ends. [...]



      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics [...]. You can also
      set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.



      Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. [...] When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. [...]




      Have your dog's owner inscribe a several Glyphs of Warding (at least as many as there are members of the party) on the ground in a clearing in the woods, surrounding the tree that the dog's leash is tied to. Set them to trigger when anyone who hasn't triggered this effect yet looks at the dog.



      When creating the glyph, store the spell Command, using the command word "Pet".






      share|improve this answer









      $endgroup$












      • $begingroup$
        Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
        $endgroup$
        – Liam Morris
        15 mins ago













      2












      2








      2





      $begingroup$

      Command



      (1st level enchantment):




      You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. [...]




      Glyph of Warding



      (3rd level abjuration):




      When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object [...].



      You decide what triggers the glyph when you cast the spell. [...] Once a glyph is triggered, this spell ends. [...]



      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics [...]. You can also
      set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.



      Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. [...] When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. [...]




      Have your dog's owner inscribe a several Glyphs of Warding (at least as many as there are members of the party) on the ground in a clearing in the woods, surrounding the tree that the dog's leash is tied to. Set them to trigger when anyone who hasn't triggered this effect yet looks at the dog.



      When creating the glyph, store the spell Command, using the command word "Pet".






      share|improve this answer









      $endgroup$



      Command



      (1st level enchantment):




      You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. [...]




      Glyph of Warding



      (3rd level abjuration):




      When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object [...].



      You decide what triggers the glyph when you cast the spell. [...] Once a glyph is triggered, this spell ends. [...]



      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics [...]. You can also
      set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.



      Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. [...] When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. [...]




      Have your dog's owner inscribe a several Glyphs of Warding (at least as many as there are members of the party) on the ground in a clearing in the woods, surrounding the tree that the dog's leash is tied to. Set them to trigger when anyone who hasn't triggered this effect yet looks at the dog.



      When creating the glyph, store the spell Command, using the command word "Pet".







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered 4 hours ago









      Admiral JotaAdmiral Jota

      381110




      381110











      • $begingroup$
        Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
        $endgroup$
        – Liam Morris
        15 mins ago
















      • $begingroup$
        Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
        $endgroup$
        – Liam Morris
        15 mins ago















      $begingroup$
      Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
      $endgroup$
      – Liam Morris
      15 mins ago




      $begingroup$
      Just to add, instead of placing them around the area, you could place the glyphs on the dogs collar for more of a thematic flavour.
      $endgroup$
      – Liam Morris
      15 mins ago











      0












      $begingroup$

      If you are OK with a potential TPK: Sympathy



      Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.



      The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.






      share|improve this answer









      $endgroup$

















        0












        $begingroup$

        If you are OK with a potential TPK: Sympathy



        Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.



        The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.






        share|improve this answer









        $endgroup$















          0












          0








          0





          $begingroup$

          If you are OK with a potential TPK: Sympathy



          Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.



          The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.






          share|improve this answer









          $endgroup$



          If you are OK with a potential TPK: Sympathy



          Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.



          The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 47 mins ago









          Dale MDale M

          115k25302513




          115k25302513





















              -1












              $begingroup$

              There are no rules that would do exactly what you want.



              Here are some rules that do something similar.



              The wizard spell antipathy/sympathy says:




              The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.




              You would have to explain why someone cast this spell on a dog, and you'd have to house rule "forced to stand near" to "forced to pet".



              The creature "nymph" says:




              Blinding Beauty. If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can avert their eyes.




              You'd have to explain why this nymph had taken the form of a dog, and you'd have to house rule the effect of the failed save.



              The creature "vampire" can turn into a bat, and it has an ability that says:




              Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.




              You'd have to houserule that this vampire turns into a dog instead of a bat.






              share|improve this answer









              $endgroup$

















                -1












                $begingroup$

                There are no rules that would do exactly what you want.



                Here are some rules that do something similar.



                The wizard spell antipathy/sympathy says:




                The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.




                You would have to explain why someone cast this spell on a dog, and you'd have to house rule "forced to stand near" to "forced to pet".



                The creature "nymph" says:




                Blinding Beauty. If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can avert their eyes.




                You'd have to explain why this nymph had taken the form of a dog, and you'd have to house rule the effect of the failed save.



                The creature "vampire" can turn into a bat, and it has an ability that says:




                Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.




                You'd have to houserule that this vampire turns into a dog instead of a bat.






                share|improve this answer









                $endgroup$















                  -1












                  -1








                  -1





                  $begingroup$

                  There are no rules that would do exactly what you want.



                  Here are some rules that do something similar.



                  The wizard spell antipathy/sympathy says:




                  The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.




                  You would have to explain why someone cast this spell on a dog, and you'd have to house rule "forced to stand near" to "forced to pet".



                  The creature "nymph" says:




                  Blinding Beauty. If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can avert their eyes.




                  You'd have to explain why this nymph had taken the form of a dog, and you'd have to house rule the effect of the failed save.



                  The creature "vampire" can turn into a bat, and it has an ability that says:




                  Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.




                  You'd have to houserule that this vampire turns into a dog instead of a bat.






                  share|improve this answer









                  $endgroup$



                  There are no rules that would do exactly what you want.



                  Here are some rules that do something similar.



                  The wizard spell antipathy/sympathy says:




                  The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.




                  You would have to explain why someone cast this spell on a dog, and you'd have to house rule "forced to stand near" to "forced to pet".



                  The creature "nymph" says:




                  Blinding Beauty. If a humanoid starts its turn within 30 feet of the nymph and can see it, she can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is magically blinded. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid that isn’t surprised can avert their eyes.




                  You'd have to explain why this nymph had taken the form of a dog, and you'd have to house rule the effect of the failed save.



                  The creature "vampire" can turn into a bat, and it has an ability that says:




                  Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite Attack.




                  You'd have to houserule that this vampire turns into a dog instead of a bat.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 8 hours ago









                  Dan BDan B

                  41k982156




                  41k982156



























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