Great Master, Variant (5e Template)
Great Master, Variant[edit]
Through a combination of dedicated training and extreme talent, likely with some magic involved, are almost unparalleled in skill and combat ability. The presence of a great master can turn the tides of a battle, and its loss will inevitably be a crippling blow to the enemy. A great master is very likely to possess one or more magic items.
- Prerequisite
Any creature that already has the Master template applied to it.
Statistics[edit]
Movement Speed. Increase the great master's movement speed by 10 ft.
Hit Dice. Increase the great master's hit dice by 6.
Abilities. Increase each of the great master's ability scores by 2, and one by an additional 2.
Languages. The great master gains any one language. If the base creature cannot speak, the great master cannot speak this language, but can understand it.
Saving Throws. The great master gains proficiency in any one saving throw.
Skills. The great master gains proficiency in any one skill and expertise in any one existing skill.
Traits[edit]
Indomitable (3/Day). The great master can reroll a saving throw it fails. It must use the new roll.
Multiattack. The great master can make one additional attack.
Spellcasting. If the great master has a spellcasting feature that draws on a class spell list, it counts as being two levels higher in that class for the purposes of spell slots and prepared spells.
Survivor. The great master 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. If the great master already had a trait that allows it to regain hit points at the start of its turn, increase that by 10.
Any two additional traits that are appropriate for the great master.
Increase the strength of any one trait the great master already had before becoming a master.
Legendary Actions[edit]
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 great master makes a weapon attack or casts a cantrip.
Command Ally. The great master targets one nonhostile 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 great 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 great master's Charisma modifier + the great master's proficiency bonus or be frightened until the end of the great master's next turn.
Cast a Spell (Only if the great master is a spellcaster; Costs 3 Actions). The great master casts a spell from its list of prepared spells, using a spell slot as normal.
CR Calculation[edit]
- Increased hit points (from improved hit dice).
- Increase effective damage per-round damage by the amount listed in the trait (from Multiattack and improved traits).
Examples[edit]
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