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Coloursfall

Jace 5e stats

May 18th, 2019
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  1. Jace Beleren, Living Guildpact
  2. Medium humanoid (Planeswalker), neutral good
  3.  
  4. Armour Class 12 (15 with mage armor)
  5. Hit Points 204 (44d6+50)
  6. Speed 30 ft.
  7. STR DEX CON INT WIS CHA
  8. 8 (-1) 12 (+1) 10 (+0) 25 (+7) 14 (+2) 12 (+1)
  9.  
  10. Saving Throws Int +12, Wis +8, Cha +7
  11. Skills Slight of Hand +7, Stealth +8, Arcana +16, Investigation +12, Insight +8, Deception +12, Intimidation +6, Persuasion +16, Perception +8
  12. Damage Resistances Psychic
  13. Condition Immunities charmed, frightened
  14. Senses passive Perception 18, blindsight 30ft
  15. Languages: Common, elvish, draconic, thieves' cant, telepathy 120 ft.
  16. Challenge 20 (25,000 XP)
  17.  
  18. Planeswalker. Jace posesses a Planeswalker's Spark and can leave the plane at will. This functions as an innate version of the plane shift spell, though he can only use it once per short rest.
  19.  
  20. Innate Spellcasting. Jace's spellcasting ability is Intelligence (spell save DC 20). Jace can innately cast the following spells, requiring no material components:
  21.  
  22. At will: charm person, command, detect thoughts, disguise self, friends, hideous laughter, illusory script, message, minor illusion, mirror image, vicious mockery, unseen servant, water breathing
  23. 3/day each: mage armor, sleep, dominate person, suggestion, modify memory, greater invisibility, phantasmal killer, tongues
  24. 2/day each: counterspell, calm emotions, mass suggestion, confusion, compulsion, true seeing
  25. 1/day each: forcecage, geas, mind blank, programmed illusion, project image, simulacrum, feeblemind
  26. 1/year (only on Ravnica): wish
  27.  
  28. Psychic Defenses. Unless Jace is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Jace only if he allows it.
  29.  
  30. ACTIONS
  31. Rapier. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 11 (ld8 + 7) piercing damage.
  32.  
  33. Psychic Rebuttal (Recharge 5-6). Jace targets one creature that he can sense within 60 feet of him. The target must make a DC 18 Intelligence saving throw, taking 20 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
  34.  
  35. Hydrolash (Recharge 5-6). Ranged Weapon Attack: +15 to hit, reach 30ft., one target. Hit: 12 (2d6 + 6) slashing and 12 (2d6 + 6) cold damage. The target must make a DC 15 Constitutions saving throw, or have disadvantage on its next attack roll.
  36.  
  37. LEGENDARY ACTIONS
  38. Jace 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. Jace regains spent legendary actions at the start of his turn.
  39.  
  40. Attack. Jace makes a weapon attack.
  41.  
  42. Psychic Lash (Costs 2 Actions). Jace casts one of his innate spells.
  43.  
  44. Call the Gatewatch (Costs 3 actions). Jace casts a modified version of the gate spell, sending out a call to the Gatewatch, a group of Planeswalkers who pledge to protect the multiverse. The summoned Planeswalker will be friendly toward Jace and protect him if need be. The stats of the summoned Planeswalker are determined by the DM.
  45.  
  46. JACE'S "LAIR"
  47. As the Living Guildpact, Jace has special powers when on the plane of Ravnica. He can invoke the powers of the Guildpact anywhere on the plane, and as such is a dangerous enemy if required to take action.
  48.  
  49. LAIR ACTIONS
  50. On initiative count 20 (losing initiative ties), Jace takes a lair action to cause one of the following effects. Jace can’t use the same effect two rounds in a row.
  51.  
  52. *Jace can speak a command word and summon a Guardian of the Guildpact. The Guardian acts on Jace's initiative count and will obey his every command, It cannot be turned against him in any way, and will fight until it reaches 0 hit points, or is dispelled by Jace. The Guardian uses the stats of a Shield Guardian (Monster Manual p. 271) with the undead subtype, and behaves as if Jace was in possession of its amulet.
  53.  
  54. *Jace chooses up to three creatures he can see within 90 feet of him. Each target must succeed on a DC 20 Intelligence saving throw or Jace chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful DC 20 Intelligence saving throw.
  55.  
  56. *Lawrunes spring from nearby surfaces and entangle a single target's limbs, binding them in place. The target must make a DC 20 Wisdom saving throw or be Restrained until the lair's next initiative count.
  57.  
  58. *A thick mist rolls into the area, cloaking an area 120ft x 120ft x 120ft in fog. The mist spreads around corners, and its area is heavily obscured. It lasts for five minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
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