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View Full Version : D&D 5e/Next Johnny Tremain stat block and group patron



Psyche
2022-09-01, 01:54 PM
Just saving a spot so I don't accidently delete
J. L. Tremain
Medium Humanoid, True Neutral
Ac: 21 (+2 studded leather, Arm of Silver)
Hp: 230 (20d8 + 140)(tough feat)
Sp: 55ft
Str Dex Con Int Wis Cha
22 20 20 20 18 22
Saving Throws: Str, Cha: +13 Dex, Con, Int: +12
Skills: Persuasion, Deception, Intimidation, Athletics: +13; Arcana, Investigation, Acrobatics: +12 Perception: +11
Damage Resistances: Non-Magical Bludgeoning, Piercing, and Slashing damage, Poison(Vital scar)
Damage Immunities: Cold(Frigid Scar), Fire(Charred Scar), Force(Protection Scar)
Condition Immunities: Poisoned (Vital Scar), Charmed, Frightened (Magical scar)
Senses: Blindsight 120ft, Passive Perception 21
L: Common, Undercommon, Dwarvish
Cr: 21

Traits
Evasion: If Johnny is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Johnny instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sorcery Points: Tremain has 30 Sorcery Points, which he can use for the following metamagic options:
Quickened spell, Twinned spell, extended spell, Unfocused spell: When he casts a spell, he can spend a number of sorcery points equal to the spell's level in order to cause it to not require concentration.
He regains all sorcery points on a short rest, and ten on a long rest.
Spellcasting
Johnny is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Johnny Knows the following spells:

> Cantrips (at will): Mold earth, Fire bolt, Ray of frost, Control flame, Booming blade, Guidance
> 1st level (4 slots): Chromatic orb, Silvery barbs, Shield
> 2nd level (3 slots): Blur, Scorching ray, Shatter, Spider climb
> 3rd level (3 slots): Dispel magic, Counterspell, Tiny servant, fireball
> 4th level (3 slots): Dimension door, Summon construct, Wall of fire, Dimension door
> 5th level (3 slots): Wall of Force, Animate objects, Hold Person, Telekenesis
> 6th level (2 slots): Disintegrate, Scatter
> 7th level (2 slots): Teleport, Delayed Blast Fireball
> 8th level (1 slot): Eathquake
> 9th level (1 slot): Meteor Swarm
Silver arm: Johnathan has advantage on wisdom(insight) and Charisma(Persuasion) checks. He also has the following adamantite scars:
Vital scar: He has an additional 40 HP and Max Hp, he has resistance to poison damage, and immunity to the poisoned condition.
Frigid scar: He has immunity to cold damage and his melee weapon attacks deal an extra 1d10 cold damage.
Protection scar: He has two uses of the legendary resistance trait, +2 to Ac, and immunity to force damage.
Magical Scar: He is immune to the charmed and frightened conditions, and regains 2 sorcery points at the beginning of his turn.
Charred scar: He has immunity to fire damage and his melee weapon attacks deal an extra 1d10 fire damage.
The attacks made with this arm are magical.
Silver Guides: When he fails an ability check, he can spend 1 sorcery point to reroll the d20. He must use the new roll.
Actions:
Multiattack: He makes 3 silver arm attacks and can replace 1 attack with Silver Bastion or Silvery cube.
Silver Arm: +13 to hit, reach 10ft ft., one target. Hit:1d10 + 6 bludgeoning damage + 1d10 fire and cold damage.
Silver Bastion: He expends 1-10 Sorcery Points, and gets 5 temporary hit points per sorcery point expended.
Silvery Cube: He summons a silvery cube centered on him that acts as a forcecage that dissapears at the beginning of his next turn. He regains 100 hit points, and each other creature of his choice inside the cube regains 50 hit points.
Legendary actions:
Johnny 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. Johnny regains spent legendary actions at the start of its turn.
Silver arm: He makes 1 silver arm attack
Spellcasting(costs 2 actions): He uses his spellcasting.
Regain magic(costs 3 actions): He expends 1-5 sorcery points in order to regain a spell slot of a level equal to the number of sorcery points expended.