Supreme Master (final form) (5e Template)

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Supreme Master[edit]

A Supreme Master is a creature that has become an example for lesser members of its kind, typically through extensive training and extreme talent or magical enhancement. They are braver, stronger and more perceptive than their inferiors and are almost unparalleled in skill and combat ability. The presence of a Supreme Master can be a great boon to morale. The presence of a Supreme Master can turn the tides of a battle, and its loss will inevitably be a crippling blow to the enemy. These creatures are extremely powerful and have mastered the way of combat (and most other things).


Any aberration, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity or undead with an Intelligence score of 6 or higher.


Hit Dice. Give the Supreme Master 12 hit dice.

Abilities. Increase each of the Supreme Master ability scores by 6, to a maximum of 30, unless the base creature already had an ability score of 30 or higher.

Saving Throws. The Supreme Master gains proficiency in any one saving throw.

Damage Resistances. The Supreme Master has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.

Languages. The Supreme Master gains any 4 languages. If the base creature cannot speak, the Supreme Master cannot speak these languages, but can understand them.

Skills The Supreme Master gains proficiency in Perception and 8 other skills, and expertise (it adds double its proficiency to those skills) in two skills.


Brave. The Supreme Master has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the Supreme Master hits with it.

Keen Hearing, Sight, or Smell (must be able to hear, see, or smell; respectively). The Supreme Master has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. The Supreme Master can only choose one option.

Spellcasting. If the Supreme Master has a spellcasting feature that draws on a class spell list, it counts as being 4 levels higher in that class for the purposes of spell slots and prepared spells.

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


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


Multi-attack. If the base creature does not have Multi-attack, it gains it and the Supreme Master may make 4 additional weapon attacks per attack action. If the base creature has already has Multi-attack, the Supreme Master may make 5 additional weapon attacks per attack action. This stacks with the Extra attack class feature as normal.

Leadership (Recharges after a Short or Long Rest) (must be able to speak). For 1 minute, the Supreme Master can utter a special command or warning whenever a non-hostile 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 Supreme Master. A creature can benefit from only one Leadership die at a time. This effect ends if the Supreme Master is incapacitated.

Legendary Actions[edit]

Legendary resistance (3/Day). The Supreme Master can choose to succeed on a save that it failed.

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

Attack or Cantrip. The Supreme Master makes a weapon attack or casts a cantrip.

Command Ally. The Supreme Master targets one non-hostile 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 Supreme Master 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 Wisdom saving throw with a DC equal to 8 + the Supreme Master's Charisma modifier + the Supreme Master's proficiency bonus or be frightened until the end of the Supreme Master's next turn.

Cast a Spell (Only if the Supreme Master is a spellcaster; Costs 3 Actions). The Supreme Master casts a spell from its list of prepared spells, using a spell slot as normal.

CR Calculation[edit]

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