LIMITED USE SPECIAL TRAITS
- Legendary Resistance (2x/Day). If Abelard fails a saving throw, it can choose to succeed instead.
- Action Surge (1x/day). You can take one additional action on your turn. This can be used 1 time per short rest.
- Martial Adept (1x superiority die/short rest).
- Superiority Dice are d6s
- when applicable, the DC is 23 (8 + PB + STR)
- Maneuvers: Disarming Attack. See Actions -> Free Riders
- Maneuvers: Riposte. See Reactions -> Opportunity Attack
- Channel Divinity (1x/day).
- Guided Strike. When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.
- Conquering Presence. See Actions -> Causing Fear
- Harness Divine Power. See Bonus Actions
- Divine Smite. See Actions -> Free Riders
- Eldritch Smite. See Actions -> Free Riders
PASSIVE SPECIAL TRAITS
- Mage Slayer. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Mage Slayer. You have advantage on saving throws against spells cast by creatures within 5 ft. of you.- Mantle of Spell Resistance. You have advantage on saving throws against spells.
- Adamantine Plate. Any critical hit against Abelard becomes a normal hit.
- Auras (range 10 feet, while Abelard is conscious)
- Aura of Protection. All friendly creatures (including you) within 10 ft. get a +3 bonus to all saving throws (not included automatically).
- Aura of Conquest. All frightened creatures have their speed reduced to 0 and take 6 psychic damage if starting their turn in the aura.
- Aura of Courage. You and friendly creatures can’t be frightened.
- Improved Divine Smite. See Actions -> Melee Attacks (passive)
- Great Weapon Fighting. See Actions -> Melee Attacks (passive)
- Improved Critical. See Actions -> Melee Attacks (passive)
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Divine Health. Abelard is immune to disease.
Melee Attacks
Multiattack. Abelard makes two melee attacks.
- Vorpal Glaive. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (1d10 + 1d8 + 12).
- Vorpal Glaive (Great Weapon Master). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (1d10 + 1d8 + 22).
Melee Attacks (passive)
- Vorpal Glaive. Ignore resistance to slashing damage.
- Vorpal Glaive: Beheading. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit.
- Improved Critical. Abelard's weapon attacks score a critical hit on a roll of 19 or 20.
- Great Weapon Fighting. Abelard may reroll 1s and 2s on damage die with melee weapons he is wielding with two hands, but must keep the second roll.
- Improved Divine Smite. Whenever you hit with a melee weapon attack, the target takes an extra 1d8 radiant damage (included in the attack damage already).
Free Riders to add after hitting an enemy. Abelard can use pact magic slots for Eldritch Smite and any magic slots for Divine Smite. He may expend a superiority die to attempt to disarm his target.
- Eldritch Smite. Once per turn, costs a pact magic slot:
- Level 3 Pact Magic Slot: 4d8 force damage and knocks the target prone if it is [Tooltip Not Found] or smaller.
- Divine Smite. Once per hit, cost a spell slot:
- Level 1 slot: 2d8 radiant damage
- Level 2 slot: 3d8 radiant damage
- Level 3 slot: 4d8 radiant damage
- (plus an additional 1d8 radiant damage against undead or fiends)
- Disarming Attack. Once per hit, costs a superiority die:
- the attack deals an additional (1d6 damage and disarms the target if it fails a STR saving throw (DC 23).
Spellcasting
Abelard casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17):
1st Level (4/day): armor of agathys, command
2nd Level (3/day): hold person, spiritual weapon
3rd Level (3/day): bestow curse, fear
3rd Level Pact Magic (2/short rest): may be used to cast any of the above spells, or to use Eldritch Smite
Eldritch Sight. You can cast detect magic at will, without expending a spell slot
Causing Fear
Channel Divinity: Conquering Presence. As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 17) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.
Fey Presence. Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 17) or become charmed or frightened by you (your choice) until the end of your next turn.
Out of Combat (usually) and Utility/Healing
Create Pact Weapon. As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.
Divine Sense. As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.
Lay on Hands Pool. You have a pool of healing power that can restore 60 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Bonus Action Attack. If Abelard uses his action to Multiattack with a glaive, halberd, quarterstaff, or spear, he may make one additional attack with the blunt end of his Vorpal Glaive (Note: the blunt end does not automatically behead the target on a natural 20 to hit).
- Polearm Bonus Attack. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (1d4 + 1d8 + 12).
- Polearm Bonus Attack (Great Weapon Master). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (1d4 + 1d8 + 22).
Channel Divinity: Harness Divine Power. Abelard can expend a use of his Channel Divinity to fuel his spells. As a bonus action, he touches his holy symbol, utters a prayer, and regains one expended spell slot, which can be no higher than level 3. He can do this twice a day, and he regains all expended uses when he finishes a long rest.
Second Wind. Once per short rest, Abelard can use a bonus action to regain (1d10 + 3) HP.
Opportunity Attack. Abelard has several conditions that will let him make an opportunity attack with his Vorpal Glaive:
- If an enemy leaves his reach
- If an enemy enters his reach
- If a creature within his reach attempts to cast a spell
- If a creature within his reach makes an attack against a target other than him
- Maneuvers: Riposte. When a creature misses him with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).
Additionally:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action.
Abelard 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. Abelard regains spent legendary actions at the start of its turn.
Strike. Abelard makes one attack with his glaive.
Move. Abelard moves his full speed.
Pact Magic. Abelard regains one Pact Magic spell slot.
Maneuver. Abelard regains one superiority die.
Fear. Abelard picks one creature within 30 feet. That creature must make a wisdom save or be frightened (works exactly like Conquering Presence, except against a single target).
Description
[add description here]
Equipment
- Belt of Storm Giant Strength
- Vorpal Glaive
- Mantle of Spell Resistance
- Adamantine Plate
- Sending Stone (who has the other one?)
Lair and Lair Actions
Lair Actions TBD - Leaving the below in place as a useful template for later.
An Anarch’s Lair
In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.
Lair Actions. On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can’t take the same lair action two rounds in a row:
Create Object. The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Psionic Bolt. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
Regional Effects. The region containing an anarch’s lair is warped by its presence, which creates one or more of the following effects:
Form Substance. In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.
Stabilize Object. The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.
Comments