Empowered (5e Template)

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Empowered Creatures[edit]

An empowered creature

Prerequisite

any creature CR 20 or less

Statistics[edit]

Abilities. The creature's abilities each increase by 4, to a maximum of 30.

Damage Immunities. The creature gains immunity to poison damage and bludgeoning, piercing, and slashing from nonmagical attacks

Damage Resistances. The creature gains resistance to all other nonmagical damage

Condition Immunities. the creature can't be charmed, petrified, or poisoned

Skills If the creature didn't have any skills to begin with, it gains one random skill. If the base creature had skill proficiencies, double it's proficiency bonus in any one of those skills.


Traits[edit]

Give the creature the following traits, unless the base had a superior trait with the same name:

Empowered Weapons. The creature's weapon attacks are magical and deal an extra 7 (2d6) force damage on a hit.

Limited Magic Immunity. The creature is immune to spells of 1st level or lower, and has advantage on saving throws against all other spells.

Actions[edit]

Give the creature the following action option:

Bolt of Energy (1/day for CR 4 or lower, 2/day for CR 5-8, 3/day for CR 9-12, 4/day for CR 13-16, or 5/day for CR 17-20). The creature fires a bolt of energy at a creature within 120 feet. The creature must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or take force damage according to the empowered creature's CR;

   CR 1-4: 16 (3d10) damage
   CR 5-8: 27 (6d8) damage
   CR 9-12: 55 (10d10) damage
   CR 13-16: 77 (22d6) damage
   CR 17-20: 99 (22d8) damage

Legendary Actions[edit]

The creature can take 1 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 creature regains spent legendary actions at the start of its turn.

Move. The creature moves up to half of it's speed.

CR Calculation[edit]

Also apply the following templates to the creature, because you will need to change the CR:

AC If the creature had natural armor, increase it's AC by 2. If the creature had manufactured armor, it becomes +2. If the creature's AC was just 10 + Dexterity, give it natural armor and an AC of 12 + it's Dexterity modifier.

Hit Points Give the creature 2 extra hit dice.

List of Creatures=[edit]

Empowered Orc (5e Creature)

5.00
(one vote)

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