Duelist Virtuoso (5e Creature)

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Duelist Virtuoso[edit]

Medium humanoid (any race), any alignment


Armor Class 17 (studded leather)
Hit Points 105 (14d8 + 42)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 16 (+3) 17 (+3) 20 (+5)

Saving Throws Dex +9
Skills Acrobatics +13, Deception +9, Insight +7, Perception +7, Performance +9, Persuasion +9
Proficiency Bonus +4
Senses passive Perception 17
Languages any five languages
Challenge 12 (8,400 XP)


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

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

Fencing Style. When the duelist is using a melee weapon in one hand and no other weapons, it deals 4 extra damage with that weapon (included in the attack).

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

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

Reactive. The duelist can take a reaction on every creature's turn in combat.

Sure-Footed. The duelist has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Survivor. The duelist regains 10 hit points at the start of its turn if it has at least one hit point but no more than half its hit point maximum.

ACTIONS

Multiattack. The duelist makes four melee attacks.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage.

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

REACTIONS

Parry. The duelist adds 4 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

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

Attack. The duelist makes a weapon attack.
Command Ally. The duelist targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the duelist, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The duelist 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 16 Wisdom saving throw or be frightened until the end of the duelist's next turn.

A duelist with the Great Master, Variant template applied to it. A duelist virtuoso is a noble who has reached a very high level of swordsmanship, far above even most competitive duelists. Their swordplay is precise, elegant and artistically beautiful, as if an orchestra in combat form. More graceful than a dancer, more dangerous than a knight, and more charming than both, these nobles excel on the battlefield and in the ballroom.

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