Great Master, Variant (5e Creature)

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Mage Champion, Variant[edit]

Medium humanoid (any race), any alignment


Armor Class 17 (studded leather)
Hit Points 315 (30d8 + 180)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 22 (+6) 21 (+5) 18 (+4)

Saving Throws Str +14, Dex +12, Con +13, Int +13, Wis +12, Cha +11
Skills Acrobatics +12, Arcana +20, Athletics +21, History +13, Perception +12, Stealth +12
Proficiency Bonus +7
Damage Resistances damage from spells; fire or cold damage (from fire shield); nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Damage Immunities psychic (from mind blank)
Senses passive Perception 22
Languages any five languages
Challenge 23 (50,000 XP)


Brave. The champion has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the champion hits with it (included in the attack).

Disruption. When the champion damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Improved Initiative The champion has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.

Indomitable (3/Day). The champion can reroll a saving throw it fails. It must use the new roll.

Keen Sight. The champion has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The champion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The champion's weapon attacks are magical.

Regeneration. The champion regains 20 hit points at the start of its turn if it has at least 1 hit point.

Spellcasting. The champion is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The champion has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, silvery barbs
2nd level (3 slots): misty step, scorching ray, suggestion
3rd level (3 slots): counterspell, dispel magic, fireball, fly
4th level (3 slots): dimension door, fire shield*, greater invisibility, stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): disintegrate
7th level (1 slot): arcane sword, plane shift
8th level (1 slot): mind blank

*The champion casts these spells on itself before combat.

ACTIONS

Multiattack. The champion makes five attacks and casts a cantrip.

Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) slashing damage, or 17 (2d10 + 7) slashing damage when used in two hands, plus 22 (4d10) damage of one of the following types (champion's choice): acid, cold, fire, force, or lightning.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the champion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the champion. A creature can benefit from only one Leadership die at a time. This effect ends if the champion is incapacitated.

REACTIONS

Parry. The champion adds 7 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The champion regains spent legendary actions at the start of its turn.

Attack or Cantrip. The champion makes a weapon attack or casts a cantrip.
Command Ally. The champion targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the champion, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The champion targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 19 Wisdom saving throw or be frightened until the end of the champion's next turn.
Cast a Spell (Costs 3 Actions). The champion casts a spell from its list of prepared spells, using a spell slot as normal.

A mage hero with the Great Master, Variant template applied to it. Mage champions are unmatched warriors and powerful spellcasters. Their enemies buckle and break before their blades, while they shrug off all manner of mundane and magical onslaught. Capable of providing an even match to countless incredibly powerful monsters, a mage champion can easily be one of the most powerful combatants in an army, if not a continent, but they are incredibly rare thanks to the long years of training and innate skill required to master the required arcane and martial abilities.

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