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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8083440" data-attributes="member: 83242"><p>[ATTACH=full]141391[/ATTACH]</p><p><a href="https://www.deviantart.com/jareddennis/art/Elminster-dude-438065082" target="_blank">Elminster Dude</a> by JaredDennis</p><p></p><p><strong><span style="font-size: 22px">Elminster</span></strong></p><p><em>Medium humanoid (human), neutral</em></p><p>[ATTACH=full]125832[/ATTACH]</p><p><strong>Armor Class</strong> 22<em> (see equipment)</em></p><p><strong>Hit Points</strong> 273 (26d8 + 156; bloodied 136)</p><p><strong>Speed</strong> 30 ft.</p><p>[ATTACH=full]125833[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>13 (+1)</td><td>18 (+4)</td><td>22 (+5)</td><td>20 (+5)</td><td>18 (+4)</td><td>15 (+3)</td></tr></table><p>[ATTACH=full]125834[/ATTACH]</p><p><strong>Savings Throws</strong> Str + 10, Dex +12, Con +15, Int +14, Wis +13, Cha +12</p><p><strong>Skills</strong> Acrobatics +10, Animal Handling +10, Arcana +17, Athletics +7, History +11, Insight +11, Persuasion +9, Religion +11, Sleight of Hand +10, Stealth +10</p><p><strong>Senses</strong> passive Perception 19</p><p><strong>Languages</strong> Abyssal, Celestial, Common, Elvish, Gnomish, Infernal</p><p><strong>Challenge </strong>21 (33,000 XP) <strong>Proficiency Bonus</strong> +7</p><p>[ATTACH=full]125835[/ATTACH]</p><p><strong><em>Arcane Scholar. </em></strong>Elminster can use a bonus action to attune to a magic item, and does not need to spend a short rest to do so.</p><p></p><p><strong><em>Boon of High Magic.</em></strong> Elminster gains one 7th level, 8th level, and 9th level spell slots. He can also prepare a number of spells equal to his spellcasting level plus his intelligence score.</p><p></p><p><strong><em>Boon of Spell Recall (1/Day).</em></strong> Elminster can cast one spell he knows without expending a spell slot.</p><p></p><p><strong><em>Chosen of Mystra. </em></strong>Elminster gains a +5 bonus to his Constitution score.</p><p></p><p><strong><em>Dueler. </em></strong>When Elminster is wielding a melee weapon in one hand and no other weapons, he gains +2 bonus to damage rolls with that weapon (included in the attack).</p><p></p><p><strong><em>Elemental Master. </em></strong>When Elminster cast a spell that causes acid, cold, fire, lightning,or thunder damage, the damage ignores resistance and any roll of a 1 on a damage die becomes a 2.</p><p></p><p><strong><em>Empowered Evocation. </em></strong>Elminster adds 5 to the damage roll of any evocation spell he casts.</p><p></p><p><strong><em>Mage Slayer. </em></strong>Elminster can use a reaction to make a melee weapon attack against a creature within 5 feet of him that casts a spell. When he damages a creature that is concentrating on a spell, that creature has disadvantage on its concentration saving throw. In addition, he has advantage on saving throws against spells cast by a creature within 5 feet of him.</p><p></p><p><strong><em>Magic Resistance. </em></strong>Elminster has advantage on saving throws against spells and magical effects while wearing the<em> Red Cloak of the Sage.</em></p><p></p><p><strong><em>Mastery of Elements. </em></strong>When Elminster cast a spell that causes acid, cold, fire, lightning, and thunder damage, he can cast it with a different damage type.</p><p></p><p><strong><em>Overchannel (1/Short Rest). </em></strong>Elminster maximizes the damage of one 5th level or lower wizard spell.</p><p></p><p><strong><em>Potent Cantrip. </em></strong>When a creature succeeds on its saving throw against a damaging cantrip cast by Elminster, the creature takes half the cantrip’s damage (if any), but suffers no additional effect from the cantrip.</p><p></p><p><strong><em>Sculpt Spells. </em></strong>When Elminster cast an evocation spell, he can choose up to 10 creatures within the spells area of effect. Those creatures automatically succeed on their saving throw, and take no damage if they would normally take half damage on a successful save.</p><p></p><p><strong><em>Signature Spells (1/Rest each).</em></strong> Elminster can cast <em>dispel magic </em>and<em> fireball </em>without expending a spell slot.</p><p></p><p><strong><em>Sneak Attack (1/Turn).</em></strong> Elminster deals an extra 3 (1d6) damage to one creature he hits with an attack if he has advantage while using a finesse or ranged weapon.</p><p></p><p><strong><em>Spell Sniper. </em></strong>When Elminster cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover.</p><p></p><p><strong><em>Epic Spell Mastery.</em></strong> Elminster can cast <em>burning hands, counterspell</em>, <em>misty step,</em> and <em>shield</em> at-will without expended spell slots.</p><p></p><p><strong><em>War Caster. </em></strong>Elminster has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, she can use his reaction when a creature provokes an opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.</p><p></p><p><u><strong>ACTIONS</strong></u></p><p><strong><em>Thundering Longsword.</em></strong> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d8 + 6) slashing damage plus 27 (6d8) thunder damage and the target must make a DC 15 Constitution saving throw or be deafened.</p><p></p><p><strong><em>Turn Undead.</em></strong> Elminster speaks a prayer and presents a holy symbol. Each Undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p><p></p><p>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action</p><p></p><p><strong><em>Spellcasting.</em></strong> Elminster is a 20th-level spellcaster (20th level wizard & 3rd level cleric). His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Elminster typically has the following wizard and cleric spells prepared (evocation spells marked with an *):</p><p></p><p>Cantrips (at will): <em>mage hand, mending, sacred flame, shocking grasp*, thaumaturgy, true strike</em></p><p>1st level (at will):<em> burning hands*, shield</em></p><p>1st level (4 slots):<em> bane, bless, charm person, detect magic, disguise self, magic missle*, sleep, thunderwave*</em></p><p>2nd level (at will):<em> misty step</em></p><p>2nd level (3 slots):<em> blur, detect thoughts, locate object, gust of wind*</em></p><p>3rd level (at will):<em> counterspell</em></p><p>3rd level (3 slots):<em> dispel magic, fear, fireball*, fly, lightning bolt*</em></p><p>4th level (3 slots):<em> banishment, greater invisibility, ice storm*</em></p><p>5th level (3 slots):<em> cone of cold*, dominate person, scrying</em></p><p>6th level (2 slots):<em> chain lightning*, disintegrate, trueseeing</em></p><p>7th level (2 slots):<em> firestorm*, forcecage, plane shift, teleport</em></p><p>8th level (2 slots):<em> dominate monster, holy aura, sunburst*</em></p><p>9th level (2 slots):<em> meteor swarm*, prismatic wall, wish</em></p><p></p><p><u><strong>BONUS ACTIONS</strong></u></p><p><strong><strong><em>Boon of Quick Casting.</em></strong> </strong>Elminster can cast fireball, at 3rd level, if he has a spell slot available.</p><p></p><p><strong><em>Cunning Action. </em></strong>Elminster can take the Dash, Disengage, or Hide action.</p><p></p><p><strong><em>Second Wind (1/Short Rest).</em></strong> Elminster can regain 6 (1d10 + 1) hit points</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Master of Counterspelling (4/Round).</em></strong> Elminster casts counterspell and his ability to take reactions recharges.</p><p></p><p>---</p><p></p><p><strong><u>EQUIPMENT</u></strong></p><p>Elminster has the following possessions. The stats provided for him here assume he is wearing, carrying, or wielding some of these items, as noted below:</p><p></p><p><strong>Epic Ring of Protection </strong>(included in the stats above)</p><p><strong>Ring of Regeneration</strong></p><p><strong>Red Cloak of the Sage </strong>(included in the stats above)</p><p><strong>Thundering Longsword </strong>(included in the stats above)</p><p><strong>Elminster’s Eversmoking Pipe</strong></p><p><strong>Ring of Spell Storing</strong></p><p><strong>Necklace of Fireballs</strong></p><p><strong></strong></p><p><strong>Elminster’s Eversmoking Pipe</strong></p><p><em>Wonderous item, Legendary (requires attunement)</em></p><p></p><p>This powerful magic item appears as nothing more than an ordinary tool for smoking pipeweed. This pipe can be lit or extinguished by spending a bonus action to use a command word. The pipe can be summoned, as in the spell drawmij’s instant summons, but without requiring material components. While the pipe is lit, it has the following properties:</p><ul> <li data-xf-list-type="ul">Tiny vermin are repelled and cannot come closer than 10 feet to the pipe.</li> <li data-xf-list-type="ul">If the smoker of the pipe is the target of a magic missle spell, the smoker is unaffected, and the effect is reflected back at the caster as though it originated from the smoker, turning the caster into the target.</li> <li data-xf-list-type="ul">The smoker can exhale forcefully from the pipe, extinguishing the pipe, and cast the spell produce flame (17th level).</li> </ul><p>Additionally, the pipe has 40 charges for the following properties. It regains 4d6 + 6 expended Charges daily at dawn.</p><ul> <li data-xf-list-type="ul">Spells: While smoking the pope the smoker can use an action to expend some its charges to cast on of the following spells from it, using your spell save DC and spellcasting ability: dimension door (4 charges), pyrotechnics (2 charges), and water breathing (3 charges).</li> </ul><p><strong>Epic Ring of Protection</strong></p><p><em>Ring, Legendary (requires attunement)</em></p><p></p><p>While wearing this ring you gain a +3 bonus to AC and saving throws while wearing this ring.</p><p></p><p><strong>Red Cloak of the Sage </strong>(included in the stats above)</p><p><em>Wonderous Item, Legendary (requires attunement by a wizard)</em></p><p></p><p>While wearing this cloak you gain the following benefits:</p><ul> <li data-xf-list-type="ul">If you aren’t wearing armor, your base Armor Class is 15 + Dexterity modifier.</li> <li data-xf-list-type="ul">You have advantage on saving throws against spells and other magical effects.</li> <li data-xf-list-type="ul">Your spell save DC and spell attack bonus each increase by 3.</li> </ul></blockquote><p></p>
[QUOTE="dave2008, post: 8083440, member: 83242"] [ATTACH type="full" alt="1627554209546.png"]141391[/ATTACH] [URL='https://www.deviantart.com/jareddennis/art/Elminster-dude-438065082']Elminster Dude[/URL] by JaredDennis [B][SIZE=6]Elminster[/SIZE][/B] [I]Medium humanoid (human), neutral[/I] [ATTACH type="full" alt="1599533424207.png"]125832[/ATTACH] [B]Armor Class[/B] 22[I] (see equipment)[/I] [B]Hit Points[/B] 273 (26d8 + 156; bloodied 136) [B]Speed[/B] 30 ft. [ATTACH type="full" alt="1599533425550.png"]125833[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]13 (+1)[/TD] [TD]18 (+4)[/TD] [TD]22 (+5)[/TD] [TD]20 (+5)[/TD] [TD]18 (+4)[/TD] [TD]15 (+3)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599533426853.png"]125834[/ATTACH] [B]Savings Throws[/B] Str + 10, Dex +12, Con +15, Int +14, Wis +13, Cha +12 [B]Skills[/B] Acrobatics +10, Animal Handling +10, Arcana +17, Athletics +7, History +11, Insight +11, Persuasion +9, Religion +11, Sleight of Hand +10, Stealth +10 [B]Senses[/B] passive Perception 19 [B]Languages[/B] Abyssal, Celestial, Common, Elvish, Gnomish, Infernal [B]Challenge [/B]21 (33,000 XP) [B]Proficiency Bonus[/B] +7 [ATTACH type="full" alt="1599533428285.png"]125835[/ATTACH] [B][I]Arcane Scholar. [/I][/B]Elminster can use a bonus action to attune to a magic item, and does not need to spend a short rest to do so. [B][I]Boon of High Magic.[/I][/B] Elminster gains one 7th level, 8th level, and 9th level spell slots. He can also prepare a number of spells equal to his spellcasting level plus his intelligence score. [B][I]Boon of Spell Recall (1/Day).[/I][/B] Elminster can cast one spell he knows without expending a spell slot. [B][I]Chosen of Mystra. [/I][/B]Elminster gains a +5 bonus to his Constitution score. [B][I]Dueler. [/I][/B]When Elminster is wielding a melee weapon in one hand and no other weapons, he gains +2 bonus to damage rolls with that weapon (included in the attack). [B][I]Elemental Master. [/I][/B]When Elminster cast a spell that causes acid, cold, fire, lightning,or thunder damage, the damage ignores resistance and any roll of a 1 on a damage die becomes a 2. [B][I]Empowered Evocation. [/I][/B]Elminster adds 5 to the damage roll of any evocation spell he casts. [B][I]Mage Slayer. [/I][/B]Elminster can use a reaction to make a melee weapon attack against a creature within 5 feet of him that casts a spell. When he damages a creature that is concentrating on a spell, that creature has disadvantage on its concentration saving throw. In addition, he has advantage on saving throws against spells cast by a creature within 5 feet of him. [B][I]Magic Resistance. [/I][/B]Elminster has advantage on saving throws against spells and magical effects while wearing the[I] Red Cloak of the Sage.[/I] [B][I]Mastery of Elements. [/I][/B]When Elminster cast a spell that causes acid, cold, fire, lightning, and thunder damage, he can cast it with a different damage type. [B][I]Overchannel (1/Short Rest). [/I][/B]Elminster maximizes the damage of one 5th level or lower wizard spell. [B][I]Potent Cantrip. [/I][/B]When a creature succeeds on its saving throw against a damaging cantrip cast by Elminster, the creature takes half the cantrip’s damage (if any), but suffers no additional effect from the cantrip. [B][I]Sculpt Spells. [/I][/B]When Elminster cast an evocation spell, he can choose up to 10 creatures within the spells area of effect. Those creatures automatically succeed on their saving throw, and take no damage if they would normally take half damage on a successful save. [B][I]Signature Spells (1/Rest each).[/I][/B] Elminster can cast [I]dispel magic [/I]and[I] fireball [/I]without expending a spell slot. [B][I]Sneak Attack (1/Turn).[/I][/B] Elminster deals an extra 3 (1d6) damage to one creature he hits with an attack if he has advantage while using a finesse or ranged weapon. [B][I]Spell Sniper. [/I][/B]When Elminster cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover. [B][I]Epic Spell Mastery.[/I][/B] Elminster can cast [I]burning hands, counterspell[/I], [I]misty step,[/I] and [I]shield[/I] at-will without expended spell slots. [B][I]War Caster. [/I][/B]Elminster has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, she can use his reaction when a creature provokes an opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature. [U][B]ACTIONS[/B][/U] [B][I]Thundering Longsword.[/I][/B] [I]Melee Weapon Attack:[/I] +11 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (1d8 + 6) slashing damage plus 27 (6d8) thunder damage and the target must make a DC 15 Constitution saving throw or be deafened. [B][I]Turn Undead.[/I][/B] Elminster speaks a prayer and presents a holy symbol. Each Undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action [B][I]Spellcasting.[/I][/B] Elminster is a 20th-level spellcaster (20th level wizard & 3rd level cleric). His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Elminster typically has the following wizard and cleric spells prepared (evocation spells marked with an *): Cantrips (at will): [I]mage hand, mending, sacred flame, shocking grasp*, thaumaturgy, true strike[/I] 1st level (at will):[I] burning hands*, shield[/I] 1st level (4 slots):[I] bane, bless, charm person, detect magic, disguise self, magic missle*, sleep, thunderwave*[/I] 2nd level (at will):[I] misty step[/I] 2nd level (3 slots):[I] blur, detect thoughts, locate object, gust of wind*[/I] 3rd level (at will):[I] counterspell[/I] 3rd level (3 slots):[I] dispel magic, fear, fireball*, fly, lightning bolt*[/I] 4th level (3 slots):[I] banishment, greater invisibility, ice storm*[/I] 5th level (3 slots):[I] cone of cold*, dominate person, scrying[/I] 6th level (2 slots):[I] chain lightning*, disintegrate, trueseeing[/I] 7th level (2 slots):[I] firestorm*, forcecage, plane shift, teleport[/I] 8th level (2 slots):[I] dominate monster, holy aura, sunburst*[/I] 9th level (2 slots):[I] meteor swarm*, prismatic wall, wish[/I] [U][B]BONUS ACTIONS[/B][/U] [B][B][I]Boon of Quick Casting.[/I][/B] [/B]Elminster can cast fireball, at 3rd level, if he has a spell slot available. [B][I]Cunning Action. [/I][/B]Elminster can take the Dash, Disengage, or Hide action. [B][I]Second Wind (1/Short Rest).[/I][/B] Elminster can regain 6 (1d10 + 1) hit points [B][U]REACTIONS[/U] [I]Master of Counterspelling (4/Round).[/I][/B] Elminster casts counterspell and his ability to take reactions recharges. --- [B][U]EQUIPMENT[/U][/B] Elminster has the following possessions. The stats provided for him here assume he is wearing, carrying, or wielding some of these items, as noted below: [B]Epic Ring of Protection [/B](included in the stats above) [B]Ring of Regeneration Red Cloak of the Sage [/B](included in the stats above) [B]Thundering Longsword [/B](included in the stats above) [B]Elminster’s Eversmoking Pipe Ring of Spell Storing Necklace of Fireballs Elminster’s Eversmoking Pipe[/B] [I]Wonderous item, Legendary (requires attunement)[/I] This powerful magic item appears as nothing more than an ordinary tool for smoking pipeweed. This pipe can be lit or extinguished by spending a bonus action to use a command word. The pipe can be summoned, as in the spell drawmij’s instant summons, but without requiring material components. While the pipe is lit, it has the following properties: [LIST] [*]Tiny vermin are repelled and cannot come closer than 10 feet to the pipe. [*]If the smoker of the pipe is the target of a magic missle spell, the smoker is unaffected, and the effect is reflected back at the caster as though it originated from the smoker, turning the caster into the target. [*]The smoker can exhale forcefully from the pipe, extinguishing the pipe, and cast the spell produce flame (17th level). [/LIST] Additionally, the pipe has 40 charges for the following properties. It regains 4d6 + 6 expended Charges daily at dawn. [LIST] [*]Spells: While smoking the pope the smoker can use an action to expend some its charges to cast on of the following spells from it, using your spell save DC and spellcasting ability: dimension door (4 charges), pyrotechnics (2 charges), and water breathing (3 charges). [/LIST] [B]Epic Ring of Protection[/B] [I]Ring, Legendary (requires attunement)[/I] While wearing this ring you gain a +3 bonus to AC and saving throws while wearing this ring. [B]Red Cloak of the Sage [/B](included in the stats above) [I]Wonderous Item, Legendary (requires attunement by a wizard)[/I] While wearing this cloak you gain the following benefits: [LIST] [*]If you aren’t wearing armor, your base Armor Class is 15 + Dexterity modifier. [*]You have advantage on saving throws against spells and other magical effects. [*]Your spell save DC and spell attack bonus each increase by 3. [/LIST] [/QUOTE]
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