Mage Champion (5e Creature)
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Mage Champion
Medium humanoid (any race), any alignment Armor Class 17 (studded leather)
Saving Throws Str +14, Dex +12, Con +13, Int +12, Wis +12, Cha +11 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). 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 10 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 20, +12 to hit with spell attacks). The champion has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp *The champion casts these spells on itself before combat. ACTIONSMultiattack. The champion makes five attacks and casts a cantrip. Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage when used in two hands, plus 14 (4d6) 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. REACTIONSParry. 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 ACTIONSThe 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. |
A mage hero with the Great Master 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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