I'm planning on using these two wyrmspeakers for some things in the run through of ToD I'm DMing right now and could use some feedback/help. The feedback part is the power level. These are high ranking members of the Cult so I want them to feel like a challenge but not be too OP. (Which they might be right now.) The help is with the CR calculation. Math and my brain do not get along and I can't for the life of me sort the CR calculation rules in the DMG.
Wyrmspeaker Galvan is a human wizard: (The other stat block will be in a new post in this thread for convenience of quote replying.)
Legendary Resistance (1/Day). When wearing the blue dragon mask, if Galvan fails a saving throw, he can choose to succeed instead.
Lingering Shock. If Galvan deals lightning damage to a creature, it can’t take reactions until its next turn.
Draconic Majesty. While wearing no armor and wearing the Blue Dragon Mask, Galvan adds his Charisma bonus to his AC (included).
Dragon Sight. Galvan gains 60 feet of darkvision. Once per day, Galvan can gain [sense]blindsight[sense] out to a range of 30 feet for 5 minutes.
Dragon Tongue. Galvan can speak and understand Draconic. He also has advantage on any Charisma check he makes against blue dragons.
Actions
Vicious Rapier.Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 3) piercing damage. When Galvan rolls a 20 on his attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, Galvan can use an action to expend some of its charges to cast one of the following spells from it, using his spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, Galvan can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Legendary Actions
If he is wearing the blue dragon mask, Galvan can take up to two legendary actions between each of his turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Galvan has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical lightning (as if the call lightning has been cast) extends from a point Galvan can see within 60 feet of him and spreads to fill the ceiling. The lightning lasts as long as Galvan maintains concentration, up to 10 minutes. On its turn, any creature starting its turn or moving into the radius of the lightning must make a DC 15 Dexterity saving throw. The creature takes 4d10 lightning damage on a failed save, taking half as much on a successful save.
Draconic Majesty. While wearing no armor and wearing the White Dragon Mask, Varram adds his Charisma bonus to his AC (included).
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
Dragon Sight. Varram gains an additional 60 feet of darkvision. Once per day, Varram can gain [sense]blindsight[sense] out to a range of 30 feet for 5 minutes.
Dragon Tongue. Varram can speak and understand Draconic. He also has advantage on any Charisma check he makes against white dragons.
Winter’s Fury. While Varram's current hit points are equal to or less than half his hit point maximum, he deals an extra 1d8 cold damage with his melee attacks.
Dwarven Resilience. Varram has advantage on saving throws against poison, and he has resistance against poison damage.
Font of Magic. Varram has 8 sorcery points that he regains when he finishes a long rest. He can use these points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Varram can transform unexpended sorcery points into one spell slot as a bonus action on his turn.
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
Metamagic. Varram can twist his spells in two ways:
Heightened Spell
When he casts a spell that forces a creature to make a saving throw to resist its effects, he can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Twinned Spell
When he casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.
Tempestuous Magic. As a bonus action, Varram can cause gusts of air to surround him before or after he casts a spell of 1st level or higher that allows him to fly up to 10 ft. without provoking opportunity attacks.
Heart of the Storm. Varram gains resistance to lightning and thunder damage, and whenever he starts casting a spell of 1st level or higher that deals lightning or thunder damage, creatures of his choice within 10 ft. of him take 4 lightning or thunder damage (his choice).
Storm Guide. Varram gains the ability to subtly control the weather around him. If it is raining, he can use an action to cause the rain to stop falling in a 20-ft.-radius (end as a bonus action). If it is windy, he can use a bonus action each round to choose the direction that the wind blows in a 100-ft.-radius sphere centered on him. The wind blows in that direction until the end of his next turn.
Spellcasting. Varram is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Varram has the following sorcerer spells prepared:
Staff of Thunder and Lightning. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) bludgeoning damage.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Legendary Actions
If he is wearing the White Dragon Mask, Varram can take up to two legendary actions between each of his turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Varram has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 20-foot radius, 40-foot high cylinder of hail and rock-hard ice (as if the ice storm spell has been cast) slams to the ground centered on a point Varram can see within 300 feet of him. Each creature in the cylinder must make a DC 13 Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storms area of effect into difficult terrain until the end of Varram's next turn.
1 Action. Varram makes one melee attack.
1 Action. Varram takes a draught from a hip flask, restoring 4d4+8 hit points.
I'm running Rise of Tiamat and Varram's stat block literally isn't in the module - no description save for that he's a dwarf in purple robes. Kind of important to have his stats, and a description and not assume we ran Hoard of the Dragon Queen first.
I'm running Rise of Tiamat and Varram's stat block literally isn't in the module - no description save for that he's a dwarf in purple robes. Kind of important to have his stats, and a description and not assume we ran Hoard of the Dragon Queen first.
Agreed. Which was why I homebrewed them. I may have to revisit this stat block since I understand the monster creation rules in the DMG a bit better now.
He doesn't show up in HotDQ either. I wanted the cult to feel more present (and needed a way to get some more exposition in) so I added in Galvan and Varram.
Galvan is attuned to blue dragons, so really he should have the Staff of Thunder and Lighting, and Varram should have a Staff of Frost to match with his attunement to White dragons.
Varram is literally just a plot point in a later portion of the campaign in Rise of Tiamat. Galvan is the only wyrmspeaker to get ABSOLUTLY no page time except for them saying he is the blue wyrmspeaker and is at the well of dragons.
both stat blocks look good, i'd maybe give counterspell or shield to them (to account for squishy spellcaster). I'm running RoT atm so will definitely be using these
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I'm planning on using these two wyrmspeakers for some things in the run through of ToD I'm DMing right now and could use some feedback/help. The feedback part is the power level. These are high ranking members of the Cult so I want them to feel like a challenge but not be too OP. (Which they might be right now.) The help is with the CR calculation. Math and my brain do not get along and I can't for the life of me sort the CR calculation rules in the DMG.
Wyrmspeaker Galvan is a human wizard: (The other stat block will be in a new post in this thread for convenience of quote replying.)
Special Equipment. Galvan has the Blue Dragon Mask, a Vicious Rapier, a Staff of Swarming Insects and an insignia of claws.
Spellcasting. Galvan is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Galvan has the following Wizard spells prepared:
Cantrips (at will): light, mage hand, ray of frost, toll the dead
1st level (4 slots): burning hands, detect magic, magic missile, thunderwave
2nd level (3 slots): dragon's breath, Maximilian's earthen grasp, ray of enfeeblement
3rd level (3 slots): bestow curse, lightning bolt
4th level (# slots): Evard's black tentacles, greater invisibility
Legendary Resistance (1/Day). When wearing the blue dragon mask, if Galvan fails a saving throw, he can choose to succeed instead.
Lingering Shock. If Galvan deals lightning damage to a creature, it can’t take reactions until its next turn.
Draconic Majesty. While wearing no armor and wearing the Blue Dragon Mask, Galvan adds his Charisma bonus to his AC (included).
Dragon Sight. Galvan gains 60 feet of darkvision. Once per day, Galvan can gain [sense]blindsight[sense] out to a range of 30 feet for 5 minutes.
Dragon Tongue. Galvan can speak and understand Draconic. He also has advantage on any Charisma check he makes against blue dragons.
Vicious Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 3) piercing damage. When Galvan rolls a 20 on his attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
Staff of Swarming Insects. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 3 (1d6 + 1) bludgeoning damage.
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, Galvan can use an action to expend some of its charges to cast one of the following spells from it, using his spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, Galvan can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
If he is wearing the blue dragon mask, Galvan can take up to two legendary actions between each of his turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Galvan has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical lightning (as if the call lightning has been cast) extends from a point Galvan can see within 60 feet of him and spreads to fill the ceiling. The lightning lasts as long as Galvan maintains concentration, up to 10 minutes. On its turn, any creature starting its turn or moving into the radius of the lightning must make a DC 15 Dexterity saving throw. The creature takes 4d10 lightning damage on a failed save, taking half as much on a successful save.
1 Action. Galvan makes one melee attack.
1 Action. Galvan takes the Hide action.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
And Wyrmspeaker Varram is a dwarven sorcerer:
Special Equipment. Varram has the White Dragon Mask, a Staff of Thunder and Lightning, and an insignia of claws.
Draconic Majesty. While wearing no armor and wearing the White Dragon Mask, Varram adds his Charisma bonus to his AC (included).
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
Dragon Sight. Varram gains an additional 60 feet of darkvision. Once per day, Varram can gain [sense]blindsight[sense] out to a range of 30 feet for 5 minutes.
Dragon Tongue. Varram can speak and understand Draconic. He also has advantage on any Charisma check he makes against white dragons.
Winter’s Fury. While Varram's current hit points are equal to or less than half his hit point maximum, he deals an extra 1d8 cold damage with his melee attacks.
Dwarven Resilience. Varram has advantage on saving throws against poison, and he has resistance against poison damage.
Font of Magic. Varram has 8 sorcery points that he regains when he finishes a long rest. He can use these points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Varram can transform unexpended sorcery points into one spell slot as a bonus action on his turn.
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
Metamagic. Varram can twist his spells in two ways:
Heightened Spell
When he casts a spell that forces a creature to make a saving throw to resist its effects, he can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Twinned Spell
When he casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.
Tempestuous Magic. As a bonus action, Varram can cause gusts of air to surround him before or after he casts a spell of 1st level or higher that allows him to fly up to 10 ft. without provoking opportunity attacks.
Heart of the Storm. Varram gains resistance to lightning and thunder damage, and whenever he starts casting a spell of 1st level or higher that deals lightning or thunder damage, creatures of his choice within 10 ft. of him take 4 lightning or thunder damage (his choice).
Storm Guide. Varram gains the ability to subtly control the weather around him. If it is raining, he can use an action to cause the rain to stop falling in a 20-ft.-radius (end as a bonus action). If it is windy, he can use a bonus action each round to choose the direction that the wind blows in a 100-ft.-radius sphere centered on him. The wind blows in that direction until the end of his next turn.
Spellcasting. Varram is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Varram has the following sorcerer spells prepared:
Cantrips (at will): gust, frostbite, lightning lure, ray of frost, thunderclap,
1st level (4 slots): chromatic orb, fog cloud, thunderwave,
2nd level (3 slots): gust of wind, Snilloc's snowball swarm, warding wind,
3rd level (3 slots): lightning bolt, sleet storm,
4th level (3 slots): storm sphere,
Staff of Thunder and Lightning. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) bludgeoning damage.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
If he is wearing the White Dragon Mask, Varram can take up to two legendary actions between each of his turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Varram has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 20-foot radius, 40-foot high cylinder of hail and rock-hard ice (as if the ice storm spell has been cast) slams to the ground centered on a point Varram can see within 300 feet of him. Each creature in the cylinder must make a DC 13 Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storms area of effect into difficult terrain until the end of Varram's next turn.
1 Action. Varram makes one melee attack.
1 Action. Varram takes a draught from a hip flask, restoring 4d4+8 hit points.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Feedback and help is most appreciated by this newbie DM.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I think Galvan should have the blue dragon mask, or?
He does. It's listed under special equipment. Moot at this point since the party killed him 2 sessions ago and got the blue dragon mask.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I'm running Rise of Tiamat and Varram's stat block literally isn't in the module - no description save for that he's a dwarf in purple robes. Kind of important to have his stats, and a description and not assume we ran Hoard of the Dragon Queen first.
Agreed. Which was why I homebrewed them. I may have to revisit this stat block since I understand the monster creation rules in the DMG a bit better now.
He doesn't show up in HotDQ either. I wanted the cult to feel more present (and needed a way to get some more exposition in) so I added in Galvan and Varram.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Coming at this late, I know but:
Galvan is a wizard without mage armor?
He has the blue dragon mask which buffs his AC if he's not wearing armor. He's also dead now.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Galvan is attuned to blue dragons, so really he should have the Staff of Thunder and Lighting, and Varram should have a Staff of Frost to match with his attunement to White dragons.
hello, i can't seem to add varram to my list of homebrew creatures or he doesn't show up in the encounter tool here in dnd beyond
Varram is literally just a plot point in a later portion of the campaign in Rise of Tiamat. Galvan is the only wyrmspeaker to get ABSOLUTLY no page time except for them saying he is the blue wyrmspeaker and is at the well of dragons.
both stat blocks look good, i'd maybe give counterspell or shield to them (to account for squishy spellcaster). I'm running RoT atm so will definitely be using these