High Bladesinger (5e Creature)
High Bladesinger[edit]
Medium humaniod (elf), any alignment Armor Class 16 (22 while bladesinging) (studded leather)
Saving Throws Dex +9, Int +12, Wis +9 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:
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.** ACTIONSMultiattack. 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. REACTIONSParry. 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 ACTIONSThe 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. |
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. |
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