Duellist. When Allarath is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon (included in his rapier attack)
Magical weapons. Allarath's weapon attacks are magical.
Magic Resistance. Allarath has advantage on saves against spells and other magical effects.
Painful retreat. If Allarath is reduced to half his hitpoints or less, he immediately casts his innate word of recall spell.
Innate Spellcasting. Allarath's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components::
At will: true strike, green-flame blade, spare the dying
3/day: misty step, compelled duel
1/day: steel wind strike, word of recall (self only)
Multiattack. Allarath makes four rapier attacks
Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage.
Parry. Allarath adds 6 to his AC against one melee attack that would hit him. To do so, Allarath must be able to see the attacker and be wielding a melee weapon.
Riposte. When a creature misses a melee attack against Allarath, he can make one rapier attack against that creature.
Allarath 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. Allarath regains spent legendary actions at the start of his turn.
Quick strike (Costs 1 Action). Allarath makes one rapier attack.
Precise stance (Costs 1 Action). Allarath casts his innate true strike spell
Defensive stance (Costs 2 Actions). Allarath takes the Dodge action.
Description
The Lords of Battle were once five ordinary mortals, each exceptionally skilled with their chosen style of fighting. No one - not even the Lords themselves - are sure how they became celestials, but now they are all the living embodiment of their chosen fighting style. Residing in their Tower of Battle, the Lords occasionally venture out looking for potential disciples, challenges or just some fresh air. They are Allarath, Lord of Blades; Ferrath, Lord of Iron; Tanzarth, Lord of Dance; Selarae, Lord of Bows; and Voltus, Lord of Chains.
Allarath, Lord of Blades is the greatest fencer in all the realms, with a speed that only the most skilled and experienced fighters can match. He revels in the contest of battle, and loves nothing more than finding an opponent who can match or test his skill. Allarath is notorious for not killing his opponents, and specifically making extra efforts to spare opponents at risk of death.
Allarath does not hold grudges if he is defeated, unless it was by underhand or dishonourable means. Allarath hates assassins and others who fight by hiding, but appreciates if they make an effort to stand and fight. Allarath is surprisingly tolerant of spellcasters and others who try to avoid his blade, especially if this is clearly down to a lack of skill in close quarters combat.
At his heart Allarath is a show-off, and is prone to treating battle like street theatre if he has an audience. When outside the Tower of Battle, Allarath mainly wanders between cities, challenging and educating the greatest champions he can find.
Previous Versions
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6/5/2022 4:23:44 PM
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6/16/2022 9:56:13 PM
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