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Returning 35 results for 'being building detected can rules'.
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Spells
Player’s Handbook
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or
.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
Spells
Player’s Handbook
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler's Clothes.
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
magic-items
effects last 8 hours, until dispelled by dispel magic or similar magic, or you consume another magical meal. Rules for cooking magical meals can be found in Heliana’s Guide to Monster Hunting
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by cantrips unless you wish to be.
Fiend Brain. You gain a +1 bonus to Charisma checks.
Blood
magic-items
effects last 8 hours, until dispelled by dispel magic or similar magic, or you consume another magical meal. Rules for cooking magical meals can be found in Heliana’s Guide to Monster Hunting
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 1st level or lower unless you wish to be.
Fiend Brain. You gain a +2 bonus to
magic-items
effects last 8 hours, until dispelled by dispel magic or similar magic, or you consume another magical meal. Rules for cooking magical meals can be found in Heliana’s Guide to Monster Hunting
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 3rd level or lower unless you wish to be.
Fiend Brain. You gain a +4 bonus to
magic-items
effects last 8 hours, until dispelled by dispel magic or similar magic, or you consume another magical meal. Rules for cooking magical meals can be found in Heliana’s Guide to Monster Hunting
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 2nd level or lower unless you wish to be.
Fiend Brain. You gain a +3 bonus to
magic-items
effects last 8 hours, until dispelled by dispel magic or similar magic, or you consume another magical meal. Rules for cooking magical meals can be found in Heliana’s Guide to Monster Hunting
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of a certain level or lower unless you wish to be. The level of spells affected
Equipment
Combat
Utility
Whimsy
3
3
3
Used in everything from building material to drinking vessels and musical instruments, bamboo is perhaps the most versatile material on the
island. Patches of bamboo can be found in most places on Obojima, however there are a few bamboo forests in the foothills and mountainous regions where it can grow as thick as a tree.
Rakshasa
Legacy
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Monsters
Basic Rules (2014)
Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical
spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person
Monsters
Dragonlance: Shadow of the Dragon Queen
scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers.Lightning, Poison
Spider Climb. The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The drone doesn’t require air, food, drink
Equipment
Combat
Utility
Whimsy
7
8
4
Dorrin plate is a naturally occurring stone that can be broken off in large sheets and used as roof tiles, crockery, or building material. Potion
Monsters
Quests from the Infinite Staircase
damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun.Multiattack. The leprechaun makes two Cobbler’s Hammer attacks and can use Spellcasting
magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
Monsters
Eberron: Rising from the Last War
: detect thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on
Innate Spellcasting. The rakshasa’s innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components:
At will
Calm Emotions
Legacy
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Spells
Basic Rules (2014)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can
choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened
magic-items
floor of the building it is supposed to protect. If any creature with the Mark of Warding spends 10 minutes touching the Houseward, it can cast Guards and Wards without requiring Material components
creature with the Mark of Warding spends 10 minutes touching the Houseward to end its effects, or if a Houseward is removed from the area it is currently protecting. After being used to cast the spell, the Houseward can’t do so again until the next dawn.
Candle of Invocation
Legacy
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Magic Items
Basic Rules (2014)
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated
hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds
Monsters
Planescape: Adventures in the Multiverse
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority
monsters
Spider Climb. The hyphan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the hyphan has
on a DC 12 Charisma saving throw or have its emotions calmed for the next minute. A willing creature can choose to fail this saving throw. The hyphan can choose to suppress any effect causing the
Monsters
Storm King's Thunder
Nondetection. The cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.
Pounce. If the cat moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it
magic-items
as that persona when targeted by magic to determine your creature type, alignment, or location.
When you attune to this pin, you can devise a general line of thought of 25 words or fewer. While you
wear this pin, a creature that reads your thoughts detects your preprogrammed line of thought instead. A creature that takes the Study action while reading your thoughts makes a DC 13 Intelligence (Investigation) check. On a successful check, it becomes aware that the detected thoughts are preprogrammed.
Magic Items
Mythic Odysseys of Theros
The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
CHARIOTS
Chariots and
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead.
Undead Fortitude. If damage reduces the rider to 0 hit points, it must make
makes two Axe attacks. It can replace one of these attacks with Fell Glare.
Axe. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""} to hit, reach 5 ft., one target
Monsters
Eberron: Rising from the Last War
). Mordakhesh can innately cast the following spells, requiring no material components:
At will: chromatic orb (see “Actions” below), detect thoughts, disguise self
1/day each: banishing smite
, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
Monsters
The Wild Beyond the Witchlight
Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
can’t put her to sleep.
Sneak Attack (1/Turn). Raezil deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon
Tortle
Legacy
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races
The Tortle Package
settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t
discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without
Equipment
Grievous Wound while wearing a Prosthetic that replaces the lost or wounded body part.
Some Prosthetics can be enchanted with magic, giving them even further powers. Rules for Magical Prosthetics can be found in the Grim Hollow Campaign Guide.
Monsters
Curse of Strahd
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
Monsters
Vecna: Eve of Ruin
Magic Resistance. The spiderdragon has advantage on saving throws against spells and other magical effects.
Spider Climb. The spiderdragon can climb difficult surfaces, including upside down on
powerful as their black dragon progenitors, though, and they often drain the enclaves’ resources with their selfish demands.
Uninterested in building lairs, spiderdragons weave powerful webs and
Monsters
Icewind Dale: Rime of the Frostmaiden
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
spells
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can
that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell.
As an action, you can force an enraged