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Returning 35 results for 'detect intended are boon'.
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Monsters
Dragon of Icespire Peak
, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shieldMagic Missile (Expends a 1st
the gnome’s next turn.Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
.
“Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Bludgeoning, PiercingFireOaken Boon. The treefolk blesses one creature other
Monsters
Icewind Dale: Rime of the Frostmaiden
, sleep
2nd level (3 slots): arcane lock,* detect thoughts,* suggestion*
3rd level (2 slots): counterspell, lightning bolt*
*Prisoner 237 needs material components to cast these spells.Shocking Grasp
Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off.
For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age.
Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to
):
At will: detect magic, disguise self, invisibility, light, mage hand, message, prestidigitation, Tasha's hideous laughter
3/day each: dispel magic, fly, polymorph
1/day each: maze, telekinesis
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. At the bottom of the pit are three intelligent black puddings (see “Intelligent Black Puddings”) that used to be drow worshipers of Ghaunadaur. When they detect prey nearby, the puddings climb the
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. At the bottom of the pit are three intelligent black puddings (see “Intelligent Black Puddings”) that used to be drow worshipers of Ghaunadaur. When they detect prey nearby, the puddings climb the
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
as Tormentor of the Wojek, as a way of mocking their intended victims. Blood Witch
Medium humanoid (any race), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
4 3 3 3 1 18 +6 Aura Expansion 3 14 4 3 3 3 1 19 +6 Epic Boon 3 15 4 3 3 3 2 20 +6 Subclass feature 3 15 4 3 3 3 2 Level 1: Lay On Hands Your blessed touch can heal wounds. You have a pool of
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
as Tormentor of the Wojek, as a way of mocking their intended victims. Blood Witch
Medium humanoid (any race), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
4 3 3 3 1 18 +6 Aura Expansion 3 14 4 3 3 3 1 19 +6 Epic Boon 3 15 4 3 3 3 2 20 +6 Subclass feature 3 15 4 3 3 3 2 Level 1: Lay On Hands Your blessed touch can heal wounds. You have a pool of
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
4 3 3 3 1 18 +6 Aura Expansion 3 14 4 3 3 3 1 19 +6 Epic Boon 3 15 4 3 3 3 2 20 +6 Subclass feature 3 15 4 3 3 3 2 Level 1: Lay On Hands Your blessed touch can heal wounds. You have a pool of
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
4 3 3 3 1 18 +6 Aura Expansion 3 14 4 3 3 3 1 19 +6 Epic Boon 3 15 4 3 3 3 2 20 +6 Subclass feature 3 15 4 3 3 3 2 Level 1: Lay On Hands Your blessed touch can heal wounds. You have a pool of
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 1 1 — 17 +6 — 5 22 4 3 3 3 2 1 1 1 1 18 +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1 19 +6 Epic Boon 5 24 4 3 3 3 3 2 1 1 1 20 +6 Signature Spells 5 25 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting As a
level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
+5, Perception +6, Stealth +2
Senses truesight 60 ft., passive Perception 16
Languages Common, Elvish, Infernal, Sylvan
Challenge 8 (3,900 XP) Proficiency Bonus +3
Boon of Immortality
save DC 14):
At will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day each: awaken (as an action), plane shift (self only)
Bonus
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
walls are decorated with life-sized frescoes showing the lost gods of Netheril and Anauria. If the party benefits from the boon granted in area 1, all the characters sense it would be disrespectful to
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
walls are decorated with life-sized frescoes showing the lost gods of Netheril and Anauria. If the party benefits from the boon granted in area 1, all the characters sense it would be disrespectful to
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 1 1 — 17 +6 — 5 22 4 3 3 3 2 1 1 1 1 18 +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1 19 +6 Epic Boon 5 24 4 3 3 3 3 2 1 1 1 20 +6 Signature Spells 5 25 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting As a
level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
+5, Perception +6, Stealth +2
Senses truesight 60 ft., passive Perception 16
Languages Common, Elvish, Infernal, Sylvan
Challenge 8 (3,900 XP) Proficiency Bonus +3
Boon of Immortality
save DC 14):
At will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day each: awaken (as an action), plane shift (self only)
Bonus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
each end.
Mine Carts. Two mine carts made of corroded iron stand near a tunnel exit in the east wall.
Halaster Statues These statues can’t be moved, knocked over, or damaged in any way. A detect
!” Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. This rune targets all creatures within 60 feet of it with the same effect (bane or boon, determined randomly).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Deception +6, Perception +3, Stealth +4
Senses truesight 60 ft., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 6 (2,300 XP) Proficiency Bonus +3
Boon of Immortality. Endelyn
10 feet in any direction horizontally.
Spellcasting. Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 1 1 — 17 +6 — 5 22 4 3 3 3 2 1 1 1 1 18 +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1 19 +6 Epic Boon 5 24 4 3 3 3 3 2 1 1 1 20 +6 Signature Spells 5 25 4 3 3 3 3 2 2 1 1 Level 1: Spellcasting As a
level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a