Reworks See Invisibility to reveal invisible creatures without removing their invisibility (no save). Also changes the conditions for losing invisibility to better reflect RAW.
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Changelogs
Version 1.0.3.4
Added deafened checks to Blindsense compatibility.
Invisibility statuses that break on movement now check a wider range of spells that move you.
Version 1.0.3.3
Added support for Rogue's Blindsense feature.
Removed IsConcentrating() checks mistakenly applied to invisibility statuses that don't require concentration.
Fixed a bug causing the IsConcentrating() check to sometimes break invisibility on being revealed.
Version 1.0.3.2
Standard NPC Seek spell no longer negates the benefits of invisibility.
Added icon and helpful tooltip info for the status that reveals your location for Greater Invisibility.
Being "Threatened" no longer prevents Hiding if you are Invisible.
Greater Invisibility will now also stop revealing your location if there are no conscious enemies within 10.5 meters (35 ft.) of you at the start of your turn.
Fixed a bug where the Stealth check to Hide didn't trigger.
Fixed a bug where losing concentration while being revealed gave you a no concentration copy of invisibility.
Version 1.0.3.0
NPC seek status changed to end with the caster's turn.
Greater Invisibility now reveals the users location when they attack or cast a spell and during each of their turns until they sneak or escape combat.
Being wet no longer removes invisibility.
Version 1.0.2.0
Added sight cone check.
Increased range of Detect Invisibility to hero sight range.
Reduced combatlog clutter.
Version 1.0.1.1
Fixed a bug causing Greater Invisibility to persist if concentration was broken while detected.
Added flag to Attack of Opportunity, and both Polearm Master and War Caster reactions to allow use while invisible. (Also affects enemies.)
Version 1.0.1.0
Restored missing ally check to See Invisibility. You no longer reveal your invisible allies' locations to enemies.
With this mod, See Invisibility will reveal the location of invisible creatures without removing their invisibility. They will retain all other advantages of invisibility against those unable to see (or otherwise detect) them.
The conditions for losing invisibility have also been adjusted to reflect tabletop rules. Taking damage no longer removes invisibility. Casting spells (in the 5e sense) will remove invisibility as will attacking. Greater Invisibility lasts until the duration expires, the caster loses concentration, or it is removed by another effect such as Faerie Fire. Additionally, taking any action that would break normal invisibility reveals your location until you hide or escape combat.
Tired of the movement line revealing unseen enemies and ruining your immersion, but still want to be able to see where your character will path? Try PrimalFire's Invisibility Rules - Movement Line Fix.