Mage Hero (5e Creature)

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Mage Hero[edit]

Medium humanoid (any race), any alignment

Armor Class 16 (studded leather)
Hit Points 228 (24d8 + 120)
Speed 30 ft.

22 (+6) 18 (+4) 20 (+5) 18 (+4) 19 (+4) 16 (+3)

Saving Throws Dex +10, Con +11, Int +10, Wis +10, Cha +9
Skills Arcana +16, Athletics +12, History +10, Perception +10, Stealth +10
Proficiency Bonus +6
Damage Resistances damage from spells; fire or cold damage (from fire shield); nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 20
Languages any four languages
Challenge 19 (22,000 XP)

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

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

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

Magic Resistance. The hero has advantage on saving throws against spells and other magical effects.

Magic Weapons. The hero's weapon attacks are magical.

Regeneration. The hero regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spellcasting. The hero is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The hero has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, magic missile, shield
2nd level (3 slots): misty step, scorching ray, suggestion
3rd level (3 slots): counterspell, dispel magic, fireball, fly
4th level (3 slots): fire shield*, greater invisibility, stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): disintegrate
7th level (1 slot): arcane sword

*The hero casts these spells on itself before combat.


Multiattack. The hero makes four attacks and casts a cantrip.

Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing damage when used in two hands, plus 14 (4d6) damage of one of the following types (hero's choice): acid, cold, fire, force, or lightning.

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


Parry. The hero adds 6 to its AC against one melee attack that would hit it. To do so, the hero must see the attacker and be wielding a melee weapon.

A mage guardian with the Master template applied to it. Mage heroes are formidable warriors and spellcasters. They can challenge even the most powerful of enemies, standing toe-to-toe with all manner of horrible foes, though they are especially good at fighting spellcasters. A mage hero is often one of, if not the most, powerful combatant on a battlefield, and their mere presence can make or break an army's morale.

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