## dnd 3.5e – Does Detect Magic recognize the effects of Rebuke Undead?

According to the FAQ – yes.

Turning / blaming the undead is a supernatural skill.

Supernatural abilities are magical and disappear in an anti-magic field
but are not subject to spell resistance, counterspell or being
scattered by scattering magic.

Unfortunately, the rules don't say (at least as far as I know) whether an effect created by a supernatural ability has a magical aura that can be recognized by the spell Discover magic.
In addition, the description of the spell only applies to spells and magical items.

I found this entry in the FAQs:

Can you see magic to see supernatural effects? For example,
Can it recognize a wildly shaped druid?

– supernatural skills are magical,
and so their effects would create magical auras. Although the
Recognizing a spell has no line entry for a supernatural effect.
You can use the same line as "Magical Item (Spellcaster Level)" – a
The caster level of the supernatural effect corresponds to the creature's hit dice
unless otherwise stated (MM 315).

Subsequently, the recognition of magic would reveal a magical aura to an undead creature, under the effect of a cleric's ability to twist / blame the undead.

## dnd 5e – Can undead creatures (created by a necromancy spell) climb a rope, climb a ladder, or swim?

Would undead from that Animate the undead Spells (or any necromancer spells), e.g. Skeletons or zombies, be able to climb a rope, climb a ladder or swim?

I feel like they could climb a ladder, the rope is a little doubtful and swimming would be a no.

Nevertheless, I have not found any restrictions or parameters in the PHB or DMG that mention these rules.

Any help would be appreciated, thanks!

## Technically, there are some spell-based routes available, but they may not accomplish what you are likely to want.

The first and easiest (but not the easiest) option is wish, although you'll have all the disadvantages of using the spell in a non-standard way.

If you are a 14th level wizard in the School of Necromancy, you can also cast Revivethen you will find a way to work True polymorph transform the kite into a dracolich and hope that he does not pass his save against you Command undead Feature. In this case the dragon would be more alive and it doesn't have to be a dragon, just anything with CR 17.

A final option if the dragon is only large is to cast Zoom in / out to reduce the size of the dragon to medium. You can then occupy Danse Macabre to bring it to life as a skeleton or zombie (using the corresponding skeleton / zombie statistics in the Monster manual).

## dnd 5e – Can undead characters use healing spells as usual to heal other characters?

heal wounds Conditions:

A creature you touch receives a number of hit points equal to 1d8 +
or constructs.

Healing word Conditions:

Target creature you can see within range will be hit again
Points equal to 1d4 + modifier for your magic ability. That magic
has no effect on the undead
or constructs.

Unless I missed something After the homebrew race you shared, you are indeed undead and your bard spells can appear normal.

Being undead doesn't change the way spells work, but of course it changes the way you work because you're undead.

I was surprised to see that Influence spells do not heal the undead in 5e.

## In summary:

Yes, your bard spells will heal your living comrades, but you have to find other ways to heal yourself as they won't heal you.

## dnd 5e – Can the undead heal other players with normal healing spells?

heal wounds Conditions:

A creature you touch receives a number of hit points equal to 1d8 +
or constructs.

Healing word Conditions:

Target creature you can see within range gets the hit back
Points equal to 1d4 + spell modifier. That magic
has no effect on the undead
or constructs.

Unless I missed something From the homebrew race you shared, you are indeed undead and can make your bard spells seem normal.

Being undead doesn't change the way the spells work, but of course it changes the way you work, since you're undead.

I was surprised to see that Influence spells do not heal the undead in 5e

## In summary:

Yes, your bard spells will heal your living comrades, but you have to find other ways to heal yourself as they won't heal you.

## dnd 5e – How would the strength and regeneration of the undead work together?

I created a custom undead for a campaign I ran called a Scared zombie. The idea is that it has a certain "you gotta be kidding me" factor for how resilient the seemingly weak enemy is. In addition to being healthier than a typical zombie (and a slightly less pathetic AC), I added regeneration power to the monster, which resembles a troll, but leveling with 1d12 + 1 hit points instead of a.

When I think about it, most of what I've done seems okay, but I'm not sure how I have both Undead resilience and regeneration will work.

• Should the dread zombie do it right away Undead resilience Save constitution as soon as its health goes to zero, or should it only save if it starts a round in which it cannot regenerate, since the regeneration means that the creature will only die if this condition is met?
• Should I optimize the regeneration ability to make it weak for radiation damage instead of fire to create more synergy between the two characteristics?

## dnd 5e – Can a ghost (an undead creature) take over a clone body (resulting component from the spell)?

Legend has it that ghosts (and demons) have sophisticated possessions and possessions – and this is often a sophisticated game mechanic. In fiction fantasy, they do the most ridiculous things, from cars to people to entire houses on road wherever you want. It's just fun.

This tradition continues in 5e. At least ghosts have this mechanic on Humanoids (no mention if Dragons, giants or other living things have ghosts, but I digress). Demons have also mentioned this in their description (MM) and can take over objects – although the actual mechanism how a DM should do this or how and / or who they can take over is not mechanically specified (please correct) me if I is wrong – such rules or decisions would completely rock).

This leads us to the question: when clone spells are cast / mature / 120 days, they get a perfect one (albeit scar-free and possibly much younger) Humanoid-Version of the cubic inch of meat Humanoid Target component. Groovy! If this original owner of that cubic inch meat person & # 39; THIS & # 39; (zero horsepower? Chooses to go? Not transformed into undead?), your soul (& / or your mind?) leaves your body and simply walks over (astral) "As spirit" ethereal "teleports" warp factor ten " speed strength?) to their BodyPrime / clone Place. Wakes up (full hit points? All spells? Remembers her death? PTSD?) And is ready to conquer the world. Simple!

Suppose this is 120 days + clone body Primed and ready to use, why can't a passing ghost (or actually a demon) just take over a bit? Or why not forever? Why go if / when knocked out (& # 39; zero hit points & # 39;) – since there is no & # 39; footprint & # 39; of the spirit-soul essence of the original piece of host meat? Why can't a wizard (or bard or nagpa or powerful dragon wizard … or whatever) just step into the shop and pump out Brad Pitt's bodies if he was so sexy … or an actress named & # 39; Jennifer & # 39; for that is important … or practically anyone from whom it can get a meat cube while adding magic in the style of gentle calm?

SO MANY CAMPAIGN IDEAS !!!

But wait a moment! How much of it is RAW? Fortunately we have the Good Ladies and Lads from StackExchange who tell me what is what. Here the good people tell me that I had too many magic mushrooms.

together summary How do spirits (and / or extraterrestrial spirits like demons) connect to a mature clone body of over 120 days? Can you do it temporarily? To what extent could / would this act as a home body for this creature?

Frankly, that would be fun. You can imagine a whole D&D version of Altered Carbon … but we have to respect the 5e RAW. What is this exactly?

Also: I understand that this question is badly written ("entertaining but not concise"). I will happily change this to meet the stoic (gloomy) restrictions required by the StackExchange Mod editorial community! =)

## Yes.

Polymorphic any p323 object of the core rule set can transform any creature into another creature, including undead.

However, an alternative would be to have the character try to become a Lich; There are no official rules for this. So you would have to work it out with your GM.

## If the zombie resists or is vulnerable to attack, the DC is calculated based on the final damage.

From PhB: Resistance and vulnerability

For example, a creature resists stick damage and is hit by an attack that deals 25 stick damage. The creature is also in a magical aura, reducing all damage by 5. The 25 damage points are first reduced by 5 and then halved, i.e. the creature takes 10 damage

The amount of damage the zombie suffers (this is the input value for Undead Fortitude) is, according to all modifiers, the result of the final damage calculation.

### However, the DC is independent of the zombie's remaining HP

From the question:

Do I set the DC to 5 + the damage that was rolled against it, or do I set it to 5 + the state of health it was in before it dropped to 0? I have not found any decisions on this matter.

Creatures can take damage beyond their current hit points – but the result of this damage is usually that their HP is reset to zero.

From PhB: Massive damage

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack …

If the damage taken were limited to the current hit points, the cleric would not be able to get 18 damage from an attack in this example. Likewise, the damage a zombie takes is not limited to its current hit points. If it takes 15 damage from an attack, the Save DC is 20, regardless of whether it previously had 15 HP or 1 HP.

## The only undead affected are those who fail their salvation,

Throw a W20 save for each undead

{your question statement} The zombies in the area where the rescue fails will be destroyed immediately. The passing zombies are now turned and move as far away as possible during their turn.

Not quite.

Any undead who can see or hear you within 30 feet must do it
A clever throw. If the creature fails its save, it is so
Rotated for 1 minute or until damaged.

If the creature passes its save, it remains unaffected.

From the 5th stage wwhen an undead fails to save
, the creature is destroyed immediately if its
The challenge rating is at or below a certain threshold, as shown in the table

begin {align} text {Cleric Level} && text {Destroy the undead of CR} \ hline 5 ^ text {th} && 1/2 text {or lower} \ 8 ^ text {th} && 1 text {or lower} \ 11 ^ text {th} && 2 text {or lower} \ 14 ^ text {th} && 3 text {or lower} \ 17 ^ text {th} && 4 text {or lower} \ end {align}

If the creature passes its save, it remains unaffected. Only undead have to move away or be destroyed if they fail their save.

### Example:

Four zombies and a wight (CR 3) approach the minister of level 5. The cleric becomes undead.

All five roll their save (let's call DC 13 for illustration)

Zombies roll 5, 9, 17, 13, so two are destroyed and two are destroyed are not affected at all, They keep coming and whining. "Brains!"

The wight rolls an 11. He runs away because his CR is too high to be destroyed and he has failed to save.