Spellcasting. Blitz is a 18-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Blitz has following wizard spells prepared:
Cantrips (at will): shocking grasp, mage hand, eldritch blast, light, prestidigitation
1st level (4 slots): mage armor, magic missile, detect magic, identify, thunderwave
2nd level (3 slots): misty step, darkness
3rd level (3 slots): lightning bolt, counterspell,
4th level (3 slots):
5th level (3 slots): wall of force
6th level (1 slots):
7th level (1 slots): teleport
8th level (1 slots): mind blank
9th level (1 slots): time stop, storm of vengeance
Something Deeper. Blitz gets eldritch blast as a cantrip and shoots 6 beams
Spell Aesthetics. all of Blitz's attacking spells look like purple lightning(except magic missile which looks like playing cards) and do lightning damage regardless of the original damage type.
Evasion. after blitz finishes his turn evasion activates. when he gets attacked while evasion is active he teleports randomly. roll a d20 and a d4 and add the result. if the sum is 5 or 21 reroll. blitz's random teleportation is determined based off this value.
2: 10 ft back 5 feet left
3: 10 ft back
4: 10 ft back 5 feet right
6: 5 ft back10 ft left
7: 5 ft back 5 ft left
8: 5 ft back
9: 5 ft back 5 ft right
10: 5 ft back 10 ft right
11: 10 ft left
12: 5 ft left
13: no teleportation
14: 5 ft right
15: 10 ft right
16: 5 ft forward 10 ft left
17: 5 ft forward 5 ft left
18: 5 ft forward
19: 5 ft forward 5 ft right
20: 5 ft forward 10 ft right
22: 10 ft forward 5 ft left
23: 10 ft forward
24: 10 ft forward 5 ft right
if the space is occupied or inaccessible reroll until a valid spot is found. after blitz teleports he can not do so again until his next turn.
A Comparison of Flamboyance. when Blitz is on the same initiative count as a player both must roll performance. whoever has the higher performance roll goes first
Multiattack. blitz makes 5 rapier attacks and one hat attack.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Hat attack 1: Thunderbunny. Blitz summons a giant rabbit out of purple lightning beneath his hat. this rabbit has 45 (6d10+12) hp, an AC of 12, 45 ft. of movement, a bite attack (+5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.), and its ability scores are 10 plus blitz's modifier. Thunderbunny shares the same initiative as Blitz when it was summoned. Blitz can not use hat attacks while Thunderbunny is active. if Thunderbunny is defeated Blitz's hat returns to him.
Hat Attack 2: Mind Control. Blitz throws his hat onto the head of an enemy target within 60 ft. on the targets turn it must make a DC17 wisdom saving throw. if successful, the target does nothing for that turn. if unsuccessful, blitz uses the target's turn to attack allies. this saving throw must be repeated each of the targets turns until the hat is removed. Blitz can not use hat attacks while Mind Control is active. if the target is defeated Blitz's hat returns to him.
Hat Attack 3: Flying Hat. Blitz throws his hat like a boomerang. while flying the hat can attack three times on Blitz's turn. the hat does 5 (1d8 + 1) lightning damage per attack. the hat can target multiple enemies or one enemy within 60 ft. and returns when three attacks are done
Magic Hat. blitz can make one hat attack after casting a spell
Hat Return. blitz's hat immediately teleports back to him ending the effects of Thunderbunny and Mind Control. if the players have made his hat inaccessible somehow(up to DM) this reaction can not be used and blitz looses the ability to do hat attacks.
both the party and blitz have performance points. whenever players take their turn against blitz they gain or loose up to 5 performance points depending on how cool what they did was. it is up to the DM how many performance points to give players but generally the scale goes from -5 is if the action was extremely boring and no effort was put into it to 5 if the action was hyped up to the max and described and flourished in detail. if the player does the same action twice in a row the performance points they get will be however many it earned them the first time -2 not exceeding -5.
Time Control. after his turn(including turns taken with the spell time stop) blitz uses time control. by doing this he advances his own initiative by 3. if blitz ever advances his initiative past 20 he resets to the bottom of the initiative order. his new initiative becomes whatever the new initiative would be - 20. so using time control on initiative 18 would set him at 1 and using it at initiative 20 would set him at 3.
Performance Points: FULMINATION. on initiative count 20 all players must roll performance. add the total of their rolls to their current performance points. blitz rolls 1d20 +15 if there are more than 2 players add 13 for each additional player. after everyone has rolled compare the party's total performance points to blitz's total performance points. if both totals are within 8 performance points difference nothing happens. if blitz's total is over 8 greater than the parties total he instantly uses time control. if time control resets to the bottom in this way his turn happens instantly. if the players total is over 8 greater than blitz's total blitz can not use time control on his next turn.
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Description
Blitz was once an ordinary magician. he was world renowned for his performances and loved by many. one day he stumbled across a staff that let him control time. the staff slowly drove him insane and he is now the leader of a cult.
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