Spellcasting. Clifton Drake is an 10th-level spellcaster. The chosen's spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 17). Clifton Drake has the following spells prepared, which it can cast without material components:
Rapier. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Unnerving Mask. When a creature Clifton Drake can see starts its turn within 30 feet of him, Clifton Drake can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Clifton Drake, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Just looking through it I see grammar issues and see that I didn't change some names. Sorry.
I'd probably go with a low CR 7, though CR 6 might just barely work.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Couple things to note, your HP calculation seems to be a bit off for the average HP. My math comes in ~136 HP. You HP calculation also lists (13d8+39), which would correlate to a +3 CON modifier for a level 13 monster. Also, the To-Hit Bonus for the Rapier reads a +3, which should probably be a +4 if you include the DEX modifier in the To-Hit. It is already included in damage. There are some other choices that I'll touch on later in.
Looks like you have a couple ways to run this and I'm not sure how the primary means of combat would run for this monster. If melee is the primary form of offense the CR will land around CR4. That is using the corrected HP and To-Hit numbers addressed earlier.
If magic is the primary means of combat engagement then we get up to a CR 8 just using the Spell Save DC alone. DPR for the spells listed is potentially a little gonzo if we assume two targets hit and the first three rounds of combat. CC comes in at ~42.5 and two rounds of upcast Shatter(@ 4th LVL) are ~42.5. That would net us ~340 Damage / 3 Rounds = ~113 DPR which scales our average CR up to a 12.
I might suggest that you decide how this BBE will interact with your party. If you are going for something like a bard or Bladesinger or Arcane Trickster, then I might suggest building the character that you want and run them through the CR calculations in the DMG - Creating Monster Stats. If you pulled from a couple different monster statblocks, I'm not seeing the synergy that you do with them. Again, not sure where you were headed with this BBE when it was created, but your spell list might deserve some consideration. Primarily having mage armor prepped when they are wearing Breastplate, and having a majority of your spell list require concentration. This removes the ability to have Stoneskin prepped and cast and also run CC or any of the other higher slot spells listed without dumping the concentration on another spell. Also, there are some other inconsistencies with things like your spell attack modifier and spell save DC that don't match with the normal calculations for those stats.
If the inconsistencies I pointed out were intentional, fair play and disregard any or all of what I provided. My opinion is just that, an opinion, not a requirement. Good luck and have fun!
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Again, not sure where you were headed with this BBE when it was created, but your spell list might deserve some consideration. Primarily having mage armor prepped when they are wearing Breastplate, and having a majority of your spell list require concentration. This removes the ability to have Stoneskin prepped and cast and also run CC or any of the other higher slot spells listed without dumping the concentration on another spell. Also, there are some other inconsistencies with things like your spell attack modifier and spell save DC that don't match with the normal calculations for those stats.
Would giving it an ability to cast concentration spells without having to concentrate a good idea? Is their such a thing? I don't mean having 5 concentration spells going on simultaneously, just one and maybe only by using a spell slot of some kind or an ability it can use some amount of time per dawn. This would also let the monster concentrate on 2 spells. Also I changed Mage Armor out to Magic Missile and gave him AC 15 Natural Armor rather than a Breastplate. Gonna fix the attack mod and DC as well. I was going for a post-halloween spooky monster, hence the Unnerving Mask ability.
What is Clifton's creature type? I'm guessing humanoid Tiefling based on the Fire resistance, but you didn't include that in your stat block here. I'm not sure why you'd pick natural armor instead of breastplate unless he was a particular kind of creature.
What is Clifton's creature type? I'm guessing humanoid Tiefling based on the Fire resistance, but you didn't include that in your stat block here. I'm not sure why you'd pick natural armor instead of breastplate unless he was a particular kind of creature.
Well, he's a human, but he was screwed around with by the BBEG, so he has a fire resistance because the BBEG has a resistance to fire and the natural armor is a shell that is on his skin.
Again, not sure where you were headed with this BBE when it was created, but your spell list might deserve some consideration. Primarily having mage armor prepped when they are wearing Breastplate, and having a majority of your spell list require concentration. This removes the ability to have Stoneskin prepped and cast and also run CC or any of the other higher slot spells listed without dumping the concentration on another spell. Also, there are some other inconsistencies with things like your spell attack modifier and spell save DC that don't match with the normal calculations for those stats.
Would giving it an ability to cast concentration spells without having to concentrate a good idea? Is their such a thing? I don't mean having 5 concentration spells going on simultaneously, just one and maybe only by using a spell slot of some kind or an ability it can use some amount of time per dawn. This would also let the monster concentrate on 2 spells. Also I changed Mage Armor out to Magic Missile and gave him AC 15 Natural Armor rather than a Breastplate. Gonna fix the attack mod and DC as well. I was going for a post-halloween spooky monster, hence the Unnerving Mask ability.
I'll answer your question with a question: Would you allow a PC to have the ability to have multiple concentration spells active at the same time?
If you want your BBE to have multiple spell effects, the easy way around is through magic items. I caution you here as well. If BBE dies, that item belongs to the party. If you don't want the party to have it, don't put it on an enemy that you intend to fight the party with.
You taking away Mage Armor wasn't the point of that comment. Nor was it having a breatsplate vs. natural armor. Point is: Mage Armor doesn't work with worn armor. A 10th level caster would understand that and select spells appropriately. If you were to still want abjuration abilities, why not swap Mage Armor for Shield? It would still fit with either method of combat engagement. Adding another direct damage spell won't necessarily alter anything drastically as we only plan for three rounds of combat. Even with 136 HP, an appropriately leveled party should be able to either kill, capture or make flee within 3 rounds. (Dice rolls depending)
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Again, not sure where you were headed with this BBE when it was created, but your spell list might deserve some consideration. Primarily having mage armor prepped when they are wearing Breastplate, and having a majority of your spell list require concentration. This removes the ability to have Stoneskin prepped and cast and also run CC or any of the other higher slot spells listed without dumping the concentration on another spell. Also, there are some other inconsistencies with things like your spell attack modifier and spell save DC that don't match with the normal calculations for those stats.
Would giving it an ability to cast concentration spells without having to concentrate a good idea? Is their such a thing? I don't mean having 5 concentration spells going on simultaneously, just one and maybe only by using a spell slot of some kind or an ability it can use some amount of time per dawn. This would also let the monster concentrate on 2 spells. Also I changed Mage Armor out to Magic Missile and gave him AC 15 Natural Armor rather than a Breastplate. Gonna fix the attack mod and DC as well. I was going for a post-halloween spooky monster, hence the Unnerving Mask ability.
I'll answer your question with a question: Would you allow a PC to have the ability to have multiple concentration spells active at the same time?
If you want your BBE to have multiple spell effects, the easy way around is through magic items. I caution you here as well. If BBE dies, that item belongs to the party. If you don't want the party to have it, don't put it on an enemy that you intend to fight the party with.
You taking away Mage Armor wasn't the point of that comment. Nor was it having a breatsplate vs. natural armor. Point is: Mage Armor doesn't work with worn armor. A 10th level caster would understand that and select spells appropriately. If you were to still want abjuration abilities, why not swap Mage Armor for Shield? It would still fit with either method of combat engagement. Adding another direct damage spell won't necessarily alter anything drastically as we only plan for three rounds of combat. Even with 136 HP, an appropriately leveled party should be able to either kill, capture or make flee within 3 rounds. (Dice rolls depending)
First the multiple concentration item. I could have him use a psionic ability and players cannot use that.
Second the type of armor. I didn't just change it based on your advice. I thought it would go good with the actual monster.
Third Mage Armor. I don't know why I switched out Mage Armor. I will probably use Shield instead of Magic Missile and Mage Armor. But if I use shield, should I keep parry. I mean, if he parries and has shield working, he has an AC of 22. But I suppose Shield's duration is only a round. Or maybe just keep Mage Armor because I do plan on keeping natural armor. Mage Armor does work with natural armor as it isn't really worn armor, is it? I would also have to bump up the dexterity on him, if I wanted it to actually help.
Both Parry and Shield are reactions, so he'd only be able to do one of them per round, so it's no problem to have both.
Mage Armor gives an armor class of 13 + DEX. You can use the spell on a creature with natural armor, but you have to choose between either the natural armor AC calculation or the Mage Armor AC calculation; they don't stack.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Both Parry and Shield are reactions, so he'd only be able to do one of them per round, so it's no problem to have both.
Mage Armor gives an armor class of 13 + DEX. You can use the spell on a creature with natural armor, but you have to choose between either the natural armor AC calculation or the Mage Armor AC calculation; they don't stack.
Thanks for the clarification. I understand the player rules, but am still lacking some of the magic, monster, and some of the dm rules. I'll go with Shield then.
The title asks my question. I don't care so much if it's at CR7 or 8, but if it is CR5 or lower, I'll have to fix it.
Spellcasting. Clifton Drake is an 10th-level spellcaster. The chosen's spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 17). Clifton Drake has the following spells prepared, which it can cast without material components:
At will: Acid Splash, Blade Ward, Fire Bolt, Poison Spray, Ray of Frost, True Strike
1st Level (4 slots): False Life, Mage Armor, Witch Bolt,
2nd Level (3 slots) Misty Step, Shatter
3rd Level (3 slots) Dispel Magic, Fear
4th Level (3 slots) Banishment, Stoneskin
5th Level (2 slots) Cloudkill, Wall of Stone
Rapier. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 1) piercing damage.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Unnerving Mask. When a creature Clifton Drake can see starts its turn within 30 feet of him, Clifton Drake can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Clifton Drake, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Just looking through it I see grammar issues and see that I didn't change some names. Sorry.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
I'd probably go with a low CR 7, though CR 6 might just barely work.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Couple things to note, your HP calculation seems to be a bit off for the average HP. My math comes in ~136 HP. You HP calculation also lists (13d8+39), which would correlate to a +3 CON modifier for a level 13 monster. Also, the To-Hit Bonus for the Rapier reads a +3, which should probably be a +4 if you include the DEX modifier in the To-Hit. It is already included in damage. There are some other choices that I'll touch on later in.
Looks like you have a couple ways to run this and I'm not sure how the primary means of combat would run for this monster. If melee is the primary form of offense the CR will land around CR4. That is using the corrected HP and To-Hit numbers addressed earlier.
If magic is the primary means of combat engagement then we get up to a CR 8 just using the Spell Save DC alone. DPR for the spells listed is potentially a little gonzo if we assume two targets hit and the first three rounds of combat. CC comes in at ~42.5 and two rounds of upcast Shatter(@ 4th LVL) are ~42.5. That would net us ~340 Damage / 3 Rounds = ~113 DPR which scales our average CR up to a 12.
I might suggest that you decide how this BBE will interact with your party. If you are going for something like a bard or Bladesinger or Arcane Trickster, then I might suggest building the character that you want and run them through the CR calculations in the DMG - Creating Monster Stats. If you pulled from a couple different monster statblocks, I'm not seeing the synergy that you do with them. Again, not sure where you were headed with this BBE when it was created, but your spell list might deserve some consideration. Primarily having mage armor prepped when they are wearing Breastplate, and having a majority of your spell list require concentration. This removes the ability to have Stoneskin prepped and cast and also run CC or any of the other higher slot spells listed without dumping the concentration on another spell. Also, there are some other inconsistencies with things like your spell attack modifier and spell save DC that don't match with the normal calculations for those stats.
If the inconsistencies I pointed out were intentional, fair play and disregard any or all of what I provided. My opinion is just that, an opinion, not a requirement. Good luck and have fun!
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Thank you! I didn't catch the HP messup. I will mess around with the stat block.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Would giving it an ability to cast concentration spells without having to concentrate a good idea? Is their such a thing? I don't mean having 5 concentration spells going on simultaneously, just one and maybe only by using a spell slot of some kind or an ability it can use some amount of time per dawn. This would also let the monster concentrate on 2 spells. Also I changed Mage Armor out to Magic Missile and gave him AC 15 Natural Armor rather than a Breastplate. Gonna fix the attack mod and DC as well. I was going for a post-halloween spooky monster, hence the Unnerving Mask ability.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
What is Clifton's creature type? I'm guessing humanoid Tiefling based on the Fire resistance, but you didn't include that in your stat block here. I'm not sure why you'd pick natural armor instead of breastplate unless he was a particular kind of creature.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Well, he's a human, but he was screwed around with by the BBEG, so he has a fire resistance because the BBEG has a resistance to fire and the natural armor is a shell that is on his skin.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
I'll answer your question with a question: Would you allow a PC to have the ability to have multiple concentration spells active at the same time?
If you want your BBE to have multiple spell effects, the easy way around is through magic items. I caution you here as well. If BBE dies, that item belongs to the party. If you don't want the party to have it, don't put it on an enemy that you intend to fight the party with.
You taking away Mage Armor wasn't the point of that comment. Nor was it having a breatsplate vs. natural armor. Point is: Mage Armor doesn't work with worn armor. A 10th level caster would understand that and select spells appropriately. If you were to still want abjuration abilities, why not swap Mage Armor for Shield? It would still fit with either method of combat engagement. Adding another direct damage spell won't necessarily alter anything drastically as we only plan for three rounds of combat. Even with 136 HP, an appropriately leveled party should be able to either kill, capture or make flee within 3 rounds. (Dice rolls depending)
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
First the multiple concentration item. I could have him use a psionic ability and players cannot use that.
Second the type of armor. I didn't just change it based on your advice. I thought it would go good with the actual monster.
Third Mage Armor. I don't know why I switched out Mage Armor. I will probably use Shield instead of Magic Missile and Mage Armor. But if I use shield, should I keep parry. I mean, if he parries and has shield working, he has an AC of 22. But I suppose Shield's duration is only a round. Or maybe just keep Mage Armor because I do plan on keeping natural armor. Mage Armor does work with natural armor as it isn't really worn armor, is it? I would also have to bump up the dexterity on him, if I wanted it to actually help.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Both Parry and Shield are reactions, so he'd only be able to do one of them per round, so it's no problem to have both.
Mage Armor gives an armor class of 13 + DEX. You can use the spell on a creature with natural armor, but you have to choose between either the natural armor AC calculation or the Mage Armor AC calculation; they don't stack.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Thanks for the clarification. I understand the player rules, but am still lacking some of the magic, monster, and some of the dm rules. I'll go with Shield then.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Thank you all for the advice! I'll just mess with some things like the skills then be done with it.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses