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Catullus64
2021-02-07, 03:07 PM
Since wargaming can't be put online as easily as RPGs, I figured I'd scratch my Warhammer Fantasy Battle itch by brewing up statblocks for characters from the tabletop. Here are just two to get started (I'm using 8th Edition statblocks for reference.)


Tyrion (Medium Humanoid, Neutral Good)

AC 20 (Dragon Armor of Aenarion)
HP: 104 (16d8+32)
Speed: 35 feet

STR 19 DEX 18 CON 15 INT 12 WIS 10 CHA 16

Saving Throws: Strength +10, Constitution +8, Wisdom +6
Skills: Athletics +10, Animal Handling +6, Intimidation +9, Perception +6
Damage Resistances: Fire, bludgeoning, piercing, and slashing damage from nonmagical attacks.
Senses: Passive Perception 16
Languages: Riekspiel, Eltharin, Druhir, Khazalid

Defender of Ulthuan: Whenever a nonhostile creature within 60 feet of Tyrion makes a Saving Throw or Attack roll, it can add 1d4 to the total, provided it can see and hear Tyrion. This effect ends if Tyrion is incapacitated.

Heart of Avelorn: Tyrion bears the enchanted necklace called the Heart of Avelorn, a gift from the Everqueen. Tyrion has advantage on saving throws against spells, and resistance to the damage of spells. If damage would reduce Tyrion to 0 HP, it instead reduces him to 1 Hit Point. Tyrion then gains immunity to all damage until the start of his next turn. At the start of that turn, the Heart breaks, and Tyrion can no longer benefit from it.

Dragon Armor of Aenarion: Tyrion has resistance to fire damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks (included in his statblock).

Reactions:

Parry: Tyrion adds 4 to his AC against a melee attack that would hit him. To do this, Tyrion must see the attacker and be wielding a melee weapon.

Actions:

Breath Weapon (Recharge 6): Drawing upon the power of his sword, Sunfang, Tyrion breathes fire in a 60-foot cone. All creatures within the cone must make a Dexterity saving throw (DC 16), taking 54 (12d8) fire damage on a failed save, or half as much on a successful save.

Multiattack: Tyrion makes four attacks with Sunfang. These attacks are magical.

Sunfang: Melee weapon attack, +13 to hit, reach 5 feet, one target. Hit: 13 (2d6+7) slashing damage, plus 9 (2d8) fire damage.

Legendary Actions: Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spend legendary actions are regained at the start of turn.

Sunfang Attack: Tyrion makes one Sunfang Attack.

Command: One nonhostile creature within 60 feet of Tyrion may use its reaction, if available, to make a single melee attack.

Maneuver: Tyrion moves up to his speed without provoking opportunity attacks. If he is mounted on Malhandir when he takes this legendary action, Malhandir may move half his speed instead (also not provoking opportunity attacks.)

Malhandir (Large Beast, Neutral Good)

AC 18 (Barding)
HP: 85 (10d10+30)
Speed: 80 feet
STR 20 DEX 15 CON 17 INT 10 WIS 15 CHA 12

Skills: Perception +5
Senses: Passive Perception 15
Condition Immunities: Charmed, Frightened
Languages: Understands Eltharin but can’t speak.

Warrior Steed: While being ridden as a mount, Malhandir can take the Attack action, in addition to the actions normally allowed to a mount.

Trampling Charge: If Malhandir moves at least 20 feet towards a creature and hits it with a hoof attack, that creature must make a DC 16 Strength saving throw or be knocked prone. If the creature is prone, Malhandir may make a hoof attack against it as a bonus action.

Reactions:
Loyalty: When a creature that is riding Malhandir as a mount is reduced to 0 HP, Malhandir can prevent the damage. He then immediately takes half of the damage he prevented.

Actions:
Hoof: Melee weapon attack, reach 5 feet, one creature. Hit: 15 (3d6+5) bludgeoning damage.


Teclis, the High Loremaster (Medium Humanoid, Lawful Good)
AC: 13 (16 with Mage Armor)
HP: 77 (17d8)
Speed: 35 feet

STR 8 DEX 16 CON 10 INT 20 WIS 15 CHA 12

Saving Throws: Intelligence +10, Wisdom +7
Skills: Arcana +17, Deception +7, History +11, Persuasion +7
Senses: Passive Perception 12
Languages: Riekspiel, Eltharin, Druhir, Khazalid, Saurian, Bretonnian, High Nehekaran

Moon Staff of Lileath: Once per turn, Teclis may gain advantage on a spell attack roll that he makes, or cause a creature to have disadvantage on one saving throw it makes against one of his spells.

War Crown of Saphery: Teclis gains a +2 bonus to spell attack rolls, and his spell save DC increases by 2 (included in his Spellcasting feature.)

Spellcasting: Teclis is a 17th- level spellcaster. His spellcasting ability is Intelligence (Save DC 21, +13 to hit with spell attacks). He has the following spells prepared:

Cantrips: Fire Bolt, Frostbite, Blade Ward, Prestidigitation, Mage Hand
1st Level (4 Slots): Mage Armor, Charm Person, Shield, Absorb Elements, Magic Missile, Cure Wounds
2nd Level (3 Slots): Heat Metal, Misty Step, Mirror Image
3rd Level (3 Slots): Counterspell, Fireball, Phantom Steed, Hypnotic Pattern
4th Level (3 Slots): Guardian of Nature, Resilient Sphere
5th Level (2 Slots): Cone of Cold, Telekinesis
6th Level (1 Slot): Heal, Contingency
7th Level (1 Slot): Teleport
8th Level (1 Slot): Mind Blank
9th Level (1 Slot): Wish

Reactions:

Scroll of Hoeth (Recharges on a short or long rest): When another creature that Teclis can see within 60 feet casts a spell, Teclis can use his reaction to immediately interrupt that spell, causing it to fail. The creature that cast the spell must immediately make an Intelligence saving throw against Teclis’ spell save DC. On a failure, the target temporarily forgets the spell, and cannot cast it for 1 hour. For that same hour, Teclis can cast that same spell using his own spellcasting ability, provided he has spell slots remaining of the appropriate level.

Bonus Actions:

Restoration. Teclis draws upon the power of the Moon Staff to restore his failing health. Teclis is restored to full Hit Points, and gains 30 Temporary Hit Points, but cannot use this feature, or the primary benefit of the Moon Staff of Lileath, until he finishes a long rest.

Actions:

Multiattack: Teclis makes two attacks with the Sword of Teclis. These attacks are magical.

Sword of Teclis: Melee weapon attack, +8 to hit, reach 5 feet, one creature. Hit: 7 (1d8+2) slashing damage, or 8 (1d10+2) slashing damage if wielded in two hands, plus 7 (2d6) Force damage.

Legendary Actions: Can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spend legendary actions are regained at the start of turn.

Arcane Barrage: Teclis casts a Cantrip.

Shield of Saphery: Teclis gains resistance against the next damage he takes.

Mastery (Requires 2 Actions): Teclis regains one expended 1st or 2nd level spell slot.



EDIT: These two, as well as any other High Elf characters, should also gain the following benefits:

Martial Prowess. The reach of this creature's melee weapon attacks is increased by 5 feet.

Always Strikes First: This creature has advantage on initiative rolls, and advantage on attack rolls against any creature that has not acted in the current combat.

Other WHFB fans, contribute! Doesn't have to be for characters, can be for any model that's your favorite.

Greywander
2021-02-09, 12:06 AM
This isn't quite what you asked for, but I thought you might find it interesting anyway. I wrote up a homebrew wild magic system that was initially based on the magic system used in WFRP. If you're playing a Warhammer-themed game, or even just something with a similar tone or feel, you might enjoy using it. As always, I'm looking for feedback, as I've only had a bit of time to playtest it, and only at low levels.

Link: https://docs.google.com/document/d/1g9G0MwlSF3E6HFDJizb6lUH2gjC4PFSiV63dMjciMW4/edit?usp=sharing