The Archfighter (5e Creature)

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The Archfighter[edit]

Medium humanoid (elf), lawful neutral


Armor Class 18 (plate)
Hit Points 273 (26d8+156)
Speed 35 ft.


STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 22 (+6) 19 (+4) 13 (+1) 16 (+3)

Saving Throws Str +13, Con +18, Cha +9
Skills Athletics +19, Insight +7, Investigation +10, Perception +9, Persuasion +15
Damage Resistances fire, lightnight; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive perception 19
Languages Common, Elf, Orcish
Challenge 21 (33,000 XP)


Great Weapon Master. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.(All except unarmed strikes)

Spellcasting. The Archfighter is an 8th level spellcaster with spellcasting ability Intelligence or Charisma.(+9 or +8 spell attack bonus, with 17 or 16 as the spell save DC) Cantrips (at will):blade ward, prestidigitation, produce flame
1st level (4 slots):bless, command, compelling duel, cure wounds, detect evil and good, detect magic, detect poison and disease, divine favor, heroism, protection from evil and good, purify food and drink, searing smite, shield of faith, wrathful smite
2nd level (3 slots):aid, branding smite, hold person, lesser restoration, locate object, magic weapon, misty step, protection from poison, spiritual weapon, zone of truth
3rd level (3 slots):bestow curse, blinding smite, create food and water, crusader's mantle, daylight, dispel magic, elemental weapon, fear, magic circle, protection from energy, remove curse, revivify, counterspell(at will, 3rd level only)
4th level (2 slots):staggering smite

Indomitable(4/Day). You can reroll a saving throw that you fail. If you do so, you must use the new roll.

Grit.(2/Day) While you are at or below half of your hit point maximum, you add half of your proficiency bonus to all of your saving throws. When you are reduced to 0 hit points and not killed outright, you may return to 100 hit points.

Unstoppable. You are immune to instant death by any means, and cannot be reduced to 0 hit points except by taking damage. You are immune to the effects of reality-warping magic unless you choose to be, such as banishment, plane shift, wish spells, and time stop.

Boon of Irresistible Offense. You can bypass the damage resistances of any creature.

Spell Sponge. (Equipped Item) This shield was created to keep certain spellcasters in line. While you wear this shield, you have a +1 bonus to AC. You gain resistance to damage from spells, and immunity to damage from magic missile. When you are targeted by magic missile, the shield gains 1 charge per missile. The shield can store up to 3 charges. You can use an action to expend a charge to increase your armor class by 1 per charge spent, for 1 hour. The Armor Class cannot exceed +3 from this effect. The shield regains 1d3 expended charges daily at dawn.

Ryse's Revival. (Sentient Weapon) Appearance. Ryse's Revival looks mostly like an adamantite longsword, with the exception of having a chain design wrapping from tip to pommel, as well as a completely smooth hilt. When her magic is channeled, these chains glow and emit a dim blue light 15 feet outwards. When transforming, the chains expand outward as the blade does, morphing onto her body as tattoos. Sentience. Ryse's Revival is a Chaotic Good weapon with Intelligence 14(+2), Wisdom 16(+3), and Charisma 18(+4). She has truesight out to 10 feet and cannot see beyond 100 feet while in weapon form. She communicates telepathically with the Archfighter, and has a distaste for wizards. Ryse's Revival allows the archfighter to can cast the following spells with a +10 spell attack bonus and 18 spell save DC.
Cantrips (at will):light, spare the dying
1st level (4 slots):bless, cure wounds, guiding bolt, protection from evil and good,purify food and drink, mage hand
2nd level (3 slots):alter self, hold person, lesser restoration, protection from poison
3rd level (3 slots):create food and water, dispel magic, magic circle, revivify
4th level (1 slot):death ward

ACTIONS


'Multiattack. The Archfighter makes 4 weapon attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 16 (1d3 + 14) bludgeoning damage. When the archfighter is not wielding any weapons nor wearing a shield, unarmed strikes deal 17 (1d6 + 14) bludgeoning damage. Critical on 19-20.

Ryse's Revival(Estoc form). Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 23 (1d8 + 18) piercing damage. Add 1d6 damage if the target has an AC higher than 15. Critical on 18-20.

Ryse's Revival(Longsword form). Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit: 24 (1d10 + 18) slashing damage. Critical on 17-20.

REACTIONS

Opportunity Attacks. If the Archfighter is wielding Ryse's Revival, he makes 2 opportunity attacks.

Full Counter. The Archfighter casts counterspell without expending spell slots.

LEGENDARY ACTIONS


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

Attack. The Archfighter makes a weapon attack.

Cantrip. The Archfighter casts a cantrip.

The archfighter is an Elven soldier son of a noble now renowned throughout his entire continent. His reason for earning this feat? Slaying 237 enemy soldiers in one day to avenge his comrades after an ambush. A few more peculiar things soon happened, such as his late fiancé's reincarnation as a sentient transforming weapon, and no less the weapon he killed those 237 with. With his fiancé having been a cleric, he gained the attention of the gods and by extent got his hands on some divine magic. With these newfound abilities, he went through years of adventuring to find some sort of purpose to his life, but in the end decided that settling down was more satisfying. So, using his intellect, he became the president of a trade company through marrying the daughter of the previous owner. Thus, he is most likely to be encountered by the coast or in large port cities.

As for his arsenal, Ryse's Revival is his love's new form, which is ironic since she's decent for killing despite being a kind soul. As for his Spell Sponge, that was a gift to him from one of his relatives that, by means still unknown to him, ascended into becoming a minor deity.

In terms of physical accomplishments, the archfighter has been able to kill well-grown men with a single punch, toppled a siege tower by ramming into it(it wasn't that well-balanced), and needs to use magical weapons against armored opponents or they will quickly shatter due to his sheer strength. He's also survived being impaled multiple times, brushed off a power word kill spell, and killed a basilisk while he was drowning.-->



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