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Returning 35 results for 'detect martial after'.
Other Suggestions:
deceit martial after
direct martial after
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
saving throws against all other spells and magical effects.
Magic Weapons. The rakshasa’s weapon attacks are magical.
Martial Prowess (1/Turn). When the rakshasa hits a creature with a melee
Monsters
Planescape: Adventures in the Multiverse
components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect magic
1/day each: dispel magic, ice stormFerrumachs are the foot soldiers of the rilmani, preserving the
balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of Aurumach Rilmani;aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam
Monsters
Van Richten’s Guide to Ravenloft
following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: detect magic, detect thoughts, dispel magic, sending
1/day each: dimension door, fly
Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.
Like revenant;revenants, foresworn fixate on a singular purpose, and they
Monsters
Van Richten’s Guide to Ravenloft
, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory
Inquisitor’s Command (Recharge 5–6);{"diceNotation":"1d6","rollType
became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order’s
Monsters
Van Richten’s Guide to Ravenloft
(Psionics). The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic
succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
opportunity to replace his hated rival.
Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
use this opportunity to replace his hated rival.
Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is
)
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: detect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is
)
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: detect
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Ferrumach Rilmani Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of
plus 11 (2d10) psychic damage.
Spellcasting. The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect magic
1/day each: dispel magic, ice storm
Mark Behm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Ferrumach Rilmani Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of
plus 11 (2d10) psychic damage.
Spellcasting. The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect magic
1/day each: dispel magic, ice storm
Mark Behm
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Foresworn Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and weaponry, a foresworn maintains the martial prowess it had in
each: command, detect evil and good
1/day: wall of force
Bonus Actions
Phantasmic Battalion (Recharge 5–6). The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Foresworn Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and weaponry, a foresworn maintains the martial prowess it had in
each: command, detect evil and good
1/day: wall of force
Bonus Actions
Phantasmic Battalion (Recharge 5–6). The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use
Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use
Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
martial arts are enhanced by a capacity for telekinetic strikes. During your turn, your reach is 5 feet greater with Unarmed Strikes. In addition, when you hit a creature with an Unarmed Strike as part of
cast certain spells by expending Focus Points. You can take a Magic action and expend 1 Focus Point to cast Detect Evil and Good or Protection from Evil and Good. You can also take a Magic action and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor.
Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition
Features 2nd 16 (3d8 + 3) Spellcasting. Hrigg learns another 1st-level spell: bless. 3rd 22 (4d8 + 4) Spellcasting. Hrigg gains one 1st-level spell slot. He also learns another 1st-level spell: detect
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
odd bits of knowledge. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the mage hand cantrip, and the
long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor.
Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition
Features 2nd 16 (3d8 + 3) Spellcasting. Hrigg learns another 1st-level spell: bless. 3rd 22 (4d8 + 4) Spellcasting. Hrigg gains one 1st-level spell slot. He also learns another 1st-level spell: detect
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
odd bits of knowledge. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the mage hand cantrip, and the
long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a
become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
rival. Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered
changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon teleports, along with any equipment he is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a
become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
rival. Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered
changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon teleports, along with any equipment he is
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
): charm person, detect magic, disguise self, identify, Tasha’s hideous laughter
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
): charm person, detect magic, disguise self, identify, Tasha’s hideous laughter
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Nael “The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High fae kindguards have spent centuries perfecting their martial
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Nael “The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High fae kindguards have spent centuries perfecting their martial
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A detect magic spell or similar magic reveals an aura of evocation magic around each one. Any creature that dons a mask takes 9 (2d8) lightning damage. Once this effect triggers, the mask becomes
. It radiates an aura of abjuration magic when targeted by a detect magic spell or similar magic. Manshoon uses the circle to bind extraplanar creatures. When a celestial, an elemental, a fey, or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A detect magic spell or similar magic reveals an aura of evocation magic around each one. Any creature that dons a mask takes 9 (2d8) lightning damage. Once this effect triggers, the mask becomes
. It radiates an aura of abjuration magic when targeted by a detect magic spell or similar magic. Manshoon uses the circle to bind extraplanar creatures. When a celestial, an elemental, a fey, or a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and
, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield
2nd level (2 slots): darkness, misty step
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and
, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield
2nd level (2 slots): darkness, misty step
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau. 66–70 A spirit inhabits one character’s simple or martial weapon, making it a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau. 66–70 A spirit inhabits one character’s simple or martial weapon, making it a