D&D 5E Final Fantasy XV for D&D

Ribbon
Wondrous Item, Artifact (requires attunement)

A surprisingly cute and charming red ribbon. Mysteriously it prevents almost all known forms of ailment and unwanted effects.

While attuned to and wearing this item, you gain the following benefits:
  • You are immune to the following conditions; Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, or Stunned.
  • You are immune to being magically put to sleep
  • You are immune to instant death effects or other effects that would instantly slay you, such as the spell Power Word Kill.
  • You are immune to any effect that would reduce your speed, except for being Grappled or Restrained.
  • You are immune to reductions to your ability scores or maximum hit points
  • You are immune to effects where you would take periodic damage (such as effects that deal damage at the start of each of your turns).
  • You are immune to any effect that would alter your form, such as the spell polymorph.
  • You are immune to effects that would forcibly teleport or planeshift you, such as the spell banishment.
  • You have Advantage on saving throws against all unwanted effects.
 
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The younger sister of Gladio and eldest daughter of the Amicitia family. She harbors a one-sided affection for the crown prince, but does not reveal her feelings, knowing they will never be together. She is otherwise has a positive girl with a strong and independent personality.

Iris Amicitia
Medium Humanid (Human), Neutral Good
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Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 30 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
16 (+3)15 (+2)14 (+2)11 (+0)11 (+0)12 (+1)
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Saving Throws Str +5, Dex +4
Skills Acrobatics +4, Athletics +5, Insight +2
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2
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Bot Breaker. Iris deals double damage to Constructs.

Brute. Iris deals an additional 2 damage with Strength-based weapon attacks (included in the attack).

ACTIONS
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 9 (1d8 + 5) bludgeoning damage. On a successful hit, if the target is a creature, Iris can choose to apply one of the following effects:
  • The target must succeed a DC 13 Strength saving throw or be pushed back 5 feet and knocked Prone.
  • The target must succeed a DC 13 Dexterity saving throw or be Grappled (escape DC 13).
  • The target must succeed a DC 13 Constitution saving throw or be Stunned until the start of its next turn.

Moral Support (Recharge 4-6). Iris shouts words of encouragement towards up to 4 other creatures of her choice within 60 feet. Each creature regains 6 (2d4 + 1) hit points and gains a 1d4 bonus to their next attack roll or saving throw before the end of their next turn.

BONUS ACTIONS
Moogle Plushie (1/Rest). Iris throws a homemade plushie of a Moogle to an unoccupied space she can see within 30 feet. The plushie is a Small-sized object, has an AC of 11 and 25 hit points. While within 15 feet of the plushie, creatures hostile to Iris or one of her allies must succeed a DC 13 Wisdom saving throw, or spend its turn moving towards and making one attack against the plushie.
 
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Lunefreya, the Oracle of the Gods and fiancé of the crown prince Noctis. She is beloved across the world and uses her divine-granted power to heal those afflicted by the Starscourge. In an attempt to control her power and influence, the Niflhiem empire does its best to limit her outings.

Lunefreya Nox Fleuret
Medium Humanoid (Human), Lawful Good
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Armor Class 15 (see Holy Protection, 17 with shield of faith)
Hit Points 67 (15d8)
Speed 30 ft.
Initiative 14 (+4)
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STRDEXCONINTWISCHA
12 (+1)13 (+1)11 (+0)16 (+3)16 (+3)18 (+4)
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Saving Throws Con +4, Wis +7, Cha +8
Skills Arcana +7, Insight +7, Investigation +7, Medicine +11, Persuasion +8
Damage Resistance radiant, necrotic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified
Senses truesight 10 ft., passive Perception 13
Languages Celestial, Common
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Divine Health. Lunafreya is immune to disease.

Guided Strikes. Lunafreya can use her Charisma modifier instead of her Strength or Dexterity modifier when make weapon attack and damage rolls.

Holy Protection. Lunafreya can add her Charisma modifier to her AC and her Concentration saving throws.

Magic Weapon. Lunafreya wields the Trident of the Oracle, a +3 magical trident which deals an additional 10 (3d6) force damage on a successful hit (included in the attack).

Magic Resistance. Lunafreya has Advantage on saving throws against spells and magical effects.

Regeneration. As long as she has at least 1 hit point remaining, Lunafreya regain 5 hit points every minute.

ACTIONS
Multiattack. Lunafreya makes two Trident of the Oracle attacks and then either uses her Healing Touch or casts an innate spell.

Trident of the Oracle. Melee Weapon Attack: +11 to hit, reach 5 ft., or range 45/180, one target. Hit. 8 (1d8 + 7) piercing damage plus 10 (3d6) force damage.

Healing Touch. Lunafreya touches another willing creature within 5 feet. The target regains 26 (5d8 + 4) hit points and gains the benefits of both of the spells lesser restoration and greater restoration.

Innate Spellcasting. Lunafreya’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: bless, detect evil and good, detect magic, light, sacred flame, shield of faith
3/day each: blur, commune, cure wounds, dispel magic, healing word (3rd level)
1/day each: destructive wave (radiant damage), mass healing word (7th level)
 
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Trident of the Oracle
Weapon (Trident, Royal Arm), Artifact (requires attunement)

Given to the first Oracle by Bahamut, this trident has been down for generations in the Fleuret family. As one of the mythical royal arms, this weapon is imbued with incredible power.

While attuned to and wielding this trident, you gain the following benefits:
  • You gain a +3 bonus to attack and damage rolls made with this weapon.
  • You gain a +3 bonus to your spell attack roll and spell save DC. This bonus does not sack with other Royal Arms.
  • On a successful attack roll with this weapon, you deal an additional 3d6 force damage.
  • After making an attack roll with this weapon, you become surrounded by a magical ward until the start of your next turn. While you have this ward, each time a creature makes an attack roll against you, it takes 1d10 force damage.
  • You can cast the spell commune at its lowest level, requiring no material components. You can cast the spell this way up to three times, regaining any expended uses at dawn.
Random Properties. The trident has the following randomly determined properties:
  • 1 minor beneficial property
  • 1 major beneficial property
 

Hello once again! I've been keeping up with the latest updates, and they are really cool! Once again, I'm excited to find out what the other Royal Arms and the Ring of the Lucii do. Anyway, I just wanted to say that your work is amazing!

And a suggestion - since you're now adding the Royal Arms, wouldn't it be interesting to add the Sword of the Tall as a drop from the Jabberwock?
Oh, and in Iris's stat block, her hit points and level seem to have a "error". Just letting you know in case you haven't noticed.
 
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And a suggestion - since you're now adding the Royal Arms, wouldn't it be interesting to add the Sword of the Tall as a drop from the Jabberwock?
Oh, and in Iris's stat block, her hit points and level seem to have a "error". Just letting you know in case you haven't noticed.

To answer your first point, it would follow canon to do that, but i imagine the jabberwock might be used outside of that specific dungeon, and its more that the sword of the tall happens to be guarded by one.


About Iris, thank you. I didnt see that.
 

Deadeye is something a local legend despite his recent appearance, and for good reason. He has slain many hunters, but at the cost to one eye and one horn, making him all the more aggressive. This reign of terror has resulted in an ever-increasing bounty for the beast.

Deadeye
Gargantuan Beast, Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 124 (8d20 + 40)
Speed 60 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)10 (+0)15 (+2)16 (+3)
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Damage Resistances: fire; bludgeoning, piercing, and slashing
Condition Immunities: Charmed, Frightened
Senses darkvision 120 ft., passive Perception 12
Languages ——
Challenge 7 (7,200 XP) Proficiency Bonus +4
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Apex Predator. Deadeye deals double damage to Beasts, Dragons, Monstrosities, and Plants.

Legendary Resistance (1/Day). If the behemoth fails a saving throw, it can choose to succeed instead.

One-Eyed. The behemoth has Disadvantage on Wisdom (Perception) checks that rely on sight.

One Horn. The behemoth makes Horn attacks with Disadvantage. In addition, whenever it rolls a result of 11 or 12 on one of the attack’s damage dice, reroll that dice.

ACTIONS
Multiattack.
The behemoth uses its Frightful Presence and then makes three attacks, two with its Claws and one with its Horns.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit. 20 (4d6 + 6) slashing damage.

Horns. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit. 32 (4d12 + 6) piercing damage.

Tail Swipe. All creatures within 15 feet of the behemoth must make a DC 18 Dexterity saving throw taking 28 (4d10 + 6) bludgeoning damage and being knocked Prone on a failure, or taking half as much damage and not being knocked Prone on a success.

Frightful Presence. Each creature of the behemoth’s choice that is within 120 feet of the Behemoth and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.

BONUS ACTIONS
Aggressive.
The behemoth moves up to half of its movement speed towards a hostile creature it can see.

REGIONAL EFFECTS
Behemoths are exceptionally powerful creatures and their presence is noticeable by the change in the behavior of local creatures long before it itself is seen.
  • Wild animals within 1 mile of the Behemoth’s lair become more sparse and those encountered are more hostile than normal.
  • Domesticated animals within 1 mile of the Behemoth’s lair are Frightened of it and become very skittish and difficult to control, granting Disadvantage on all Wisdom (Animal Handling) checks with them.
If the Behemoth is killed, the effects disappear after 3d6 days.
 
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A great bird that can awe with a flap of its sublime wings, and soothe with the grace of its glide. The majestic avian is never seen scrounging for carrion, giving it an air of sanctity that has elicited worship among some—though as far as gods go, the griffon would be a most wrathful one.

Griffon
Huge Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 142 (15d12 + 45)
Speed 45 ft., fly 75 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
22 (+6)15 (+2)17 (+3)5 (-3)16 (+3)8 (-1)
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Skills Perception +7
Senses darkvision 120 ft., passive Perception 17
Languages ——
Challenge 8 (3,900 XP) Proficiency Bonus +4
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Dive Attack. If the griffon flies at least 30 feet in a straight line and then makes a Talon attack, on a successful hit, the attack deals an additional 10 (3d6) slashing damage.

Keen Eyesight. The griffon has Advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS
Multiattack. The griffon makes two Talon attacks.

Talon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 16 (3d6 + 6) slashing damage. If the target is a Medium-sized or smaller creature, it must succeed a DC 10 Dexterity saving throw or be Grappled (escape DC 18). The griffon can Grapple up to two creatures this way. While grappling one creature, the griffon can only make one Talon attack on its turn, and while grappling two creatures, the griffon can make no Talon attacks. As a bonus action, the griffon can make a Talon attack against a creature it is grappling.

BONUS ACTIONS
Disengaging Takeoff (Recharge 4-6). The griffon uses the Disengage action and then flies up to half of its movement speed.
 

The fable surrounding the Catoblepas holds that the great beast once had a second eye that turned all who met its gaze to stone, but when the solitude grew too much to bear, the catoblepas swallowed its own eye, hiding it from the world forevermore.

Catoblepas
Gargantuan Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 231 (14d20 + 84)
Speed 20 ft.
Initiative 8 (-2)
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STRDEXCONINTWISCHA
25 (+7)6 (-2)22 (+6)2 (-4)10 (+0)4 (-3)
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Damage Resistance poison; nonmagical bludgeoning, piercing, and slashing
Senses passive Perception 10
Languages ——
Challenge 14 (11,500 XP) Proficiency Bonus +5
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Colossal. The catoblepas’ space is 50 feet by 50 feet and is 60 feet tall. Huge-sized and smaller creatures can enter and occupy it space, and have Advantage on melee attack rolls while doing so. The catoblepas ignores difficult terrain, and can move through sources of water and similar liquids as deep at 25 feet with no penalties to its movement.

Weak Legs. Each of the catoblepas’ legs can be targeted individually. Each leg has an AC of 13, 60 hit points, and is immune to psychic damage. If a leg is reduced to 0 hit points, the catoblepas is knocked Prone.

ACTIONS
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target within the catoblepas’ space. Hit. 29 (4d10 + 7) bludgeoning damage and the target is knocked Prone. The catoblepas has Advantage on attack rolls with this attack against creatures within its space.

Rearing Stomp (Recharge 5-6). Each creature within the catoplebas’ space use make a DC 20 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a success. In addition, each creature within 60 feet must succeed a DC 20 Dexterity saving throw or be knocked Prone.

Head Sweep. The catoblepas swings its head in a 45-foot cone. Each creature in this area must succeed a DC 20 Dexterity saving throw, taking 17 (5d6) bludgeoning damage and being knocked Prone on a failed save, or half as much damage and not being knocked Prone on a success.
 
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Kingsglaive
Fighter Subclass

Level
Mana Points
Known Spells
Max. Spell Level
Subclass Trait

3
2
1
1
Conjure Weapons, Spellcasting, Warp-Strike

4
2

5
3

6
3

7
4
2
2
Phase

8
4

9
5

10
5
3
3
Warp Critical

11
6

12
6

13
7

14
7

15
8
4
Vortex Warp

16
8

17
9

18
9
5
4
Warp Mastery

19
10

20
10
Conjured Weapons
Beginning when you choose this archetype at 3rd level, choose one melee weapon with which you are proficient, this weapon becomes your Conjured Weapon. As a bonus action, you can summon into your hand one of your Conjured Weapons. This weapon is magical for the purpose of overcoming damage resistances and immunities.

A conjured weapons gain the thrown (20/60) property. If the weapon already has the thrown property, its range is doubled. The weapon remains until you are disarmed, until you dismiss it (requiring no action), or until you are Incapacitated. If you throw the weapon, it disappears after you hit or miss your target, unless you use your Warp-Strike trait, in which case it remains in your hand(s) once you teleport. You can resummon a weapon again as a bonus action.

You can choose an additional weapon for this trait at 5th, 9th, 15th, and 18th level.

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Mana
You have a number of mana points equal to half of your Fighter class level (rounded up). You regain any expended mana points at the end of a short or long rest.

You can use these mana points to fuel your subclasses magical abilities and to cast spells you know. To cast a spell, you must expend one mana point per level of the spell. You cannot cast any known spell above 4th level.

Spells Known of 1st Level or Higher
You know one 1st-level wizard spell of your choice, which you must choose from the abjuration or evocation spells on the wizard spell list.

When you reach 7th level, you learn another wizard spell, following the same restrictions as written above, but of 2nd-level or lower.

At 10th and 15th level, you learn another wizard spell, following the same restrictions as written above, but of 3rd-level or lower.

At 18th level, you learn another wizard spell, following the same restrictions as written above, but of 4th-level or lower.

Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells, since your spells are gifts from the king’s own power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Warp-Strike
Beginning at 3rd level, when you make a ranged attack roll with a weapon with the thrown property, you can expend one mana point to magically teleport to a space adjacent to the attack’s target.

Phase
At 7th level, you gain the ability to magically phase through attacks. As a reaction to being attacked by a creature you can see or being in an area of effect that deals damage, you can expend 1 mana point to briefly become intangible, making the attack miss or to take no damage from the area of effect. If the attack or effect can damage incorporeal creatures or creatures on the Ethereal Plane, you take damage as normal and expend the mana point.

Warp Critical
Starting at 10th level, When you make a ranged weapon attack with a thrown weapon and use your Warp-Strike trait, the weapon’s critical range is increased by 1. In addition, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack made with a weapon with the thrown property.

This increases to two additional dice at 15th level and three additional dice at 18th level.

Vortex Warp
By expending 3 mana points and one use of your Action Surge trait, you can infuse your Conjured Weapon and Warp-Strike indiscriminately. Choose up to 5 creatures you can see within 60 feet and make a single ranged attack using your conjured weapon against each one. You then reappear in an unoccupied space within 5 feet of one of your targets.

Warp Mastery
When you reach 18th level you gain unparalleled control over your magical abilities. You can cast a spell you know without expending a mana point. Once you cast a spell this way, you cannot cast that spell this way again until after a long rest. In addition, using your Warp-Strike and Phase traits does not require mana points.
 
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