High Bladesinger (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

High Bladesinger[edit]

Medium humaniod (elf), any alignment


Armor Class 16 (22 while bladesinging) (studded leather)
Hit Points 187 (22d8 + 88)
Speed 40 ft. (50 ft. while bladesinging)


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 14 (+2)

Saving Throws Dex +9, Int +12, Wis +9
Skills Acrobatics +14, Arcana +12, Athletics +6, History +12, Intimidation +7, Perception +9, Performance +7
Proficiency Bonus +5
Damage Resistances cold/fire (from fire shield) bludgeoning, piercing and slashing from non-magical attacks (from stoneskin)
Damage Immunities psychic (from mind blank)
Condition Immunities magical sleep
Senses darkvision 120 ft., passive Perception 19
Languages Common, Elvish, Sylvan, 3 other languages
Challenge 15 (13,000 XP)


Bladesong (5/long rest). The elf can activate their bladesong as a bonus action. When activated, it lasts for 5 minutes. While active, the elf gains the following benefits:

  • The elf gains a +7 bonus to its AC.
  • The elf's walking speed increases by 10 feet.
  • The elf has advantage on Dexterity (Acrobatics) checks.
  • The elf gains a +7 bonus on saving throws to maintain concentration.
  • The elf gains a +7 bonus to damage rolls made with melee weapon attacks.

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

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

Evasion. When the elf is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can't put the elf to sleep.

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

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

Spellcasting. The elf is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The elf has the following wizard spells prepared:

Cantrips (at will): booming blade, green-flame blade, light, prestidigitation, toll the dead

1st level (4 slots): absorb elements, magic missile, shield

2nd level (3 slots): misty step, mirror image*, scorching ray, shadow blade

3rd level (3 slots): counterspell, dispel magic, fireball, haste

4th level (3 slots): dimension door, fire shield*, greater invisibility, stoneskin**

5th level (2 slots): cone of cold, wall of force steel wind strike

6th level (1 slot): globe of invulnerability**, Tenser's transformation

7th level (1 slot): planeshift, teleport

8th level (1 slot): mind blank*

The elf casts these spells on itself before combat.*

The elf casts one of these spells on themselves during combat based on weather spells or weapons are dealing the most damage.**

ACTIONS

Multiattack. The elf makes 4 rapier attacks. It can cast a cantrip in place of one of these attacks.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the bladesinger 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 bladesinger. A creature can benefit from only one Leadership die at a time. The effect ends if the bladesinger is incapacitated.

REACTIONS

Parry. The elf adds 5 to its AC against one melee attack that would hit it. To do so, the elf must see the attacker and be wielding a melee weapon.

Counterspell. The elf casts counterspell.

Shield. The elf casts shield.

LEGENDARY ACTIONS

The elf 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 elf regains spent legendary actions at the start of its turn.

Attack or Cantrip. The elf makes a weapon attack or casts a cantrip.
Command Ally. The great master targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the great master, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The bladesinger 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 15 Wisdom saving throw or be frightened until the end of the elf's next turn.
Cast a Spell (Costs 3 Actions). The bladesinger casts a spell from its list of prepared spells, using a spell slot as normal.

High bladesingers are wizards that have reached the peak of arcane swordsmanship. They dodge past blades with the grace of a well coordinated dance and can defeat all but the strongest of opponents in mere seconds during a duel. To duel a high bladesinger is one of the greatest honours an elf can recieve.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures