Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
any six
Traits
Duelist
When the blademaster is wielding a single melee weapon, their weapon attacks deal an extra 2 damage (included below).
Magic Resistance
The blademaster has advantage on saving throws against spells and magical effects.
Spellcasting
The arcane blademaster is a 20th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19 +11 to hit with spell attacks). The arcane blademaster has the following wizard spells prepared:
- Cantrips (at will): Acid Splash, Fire Bolt, Shocking Grasp, true strike
- 1st-Level (4 slots): Burning Hands, Charm Person, Magic Missile, sleep
- 2nd-Level (3 slots): Magic Weapon, Misty Step, See Invisibility
- 3rd-Level (3 slots): Dispel Magic, Fireball, fly, Lightning Bolt, Tongues
- 4th-Level (3 slots): Fire Shield, stoneskin, Wall of Fire
- 5th-level (3 slots): Cone of Cold, Conjure Elemental, Hold Monster, Telekinesis
- 6th-level (2 slots): Globe of Invulnerability, Sunbeam
- 7th-Level (2 slots): Teleport, Unholy Star
- 8th-Level (1 slot): Power Word Stun
- 9th-Level (1 slot): Meteor Swarm
Steel Focus
The blademaster has advantage on Constitution saving throws made to maintain concentration on spells.
Superior Heavy Armor Master
While wearing heavy armor, the blademaster reduces any bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
Actions
Composite Longbow
+11 to hit, range 150/600 ft (45.7/182.9 m). Hit: 1d8+5 piercing damage.
Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Fire Bolt
+11 to hit, range 120 ft (36.6 m). Hit: 4d10 fire damage.
(Cantrip; V, S) Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
Globe of Invulnerability
(6th-Level; V, S, M, Concentration) A glimmering 10-foot-radius sphere appears around the blademaster. It remains for 1 minute and doesnt move with the blademaster. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside.
Longsword
+11 to hit, reach 5 ft (1.5 m). Hit: 1d8+7 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Meteor Swarm
(9th-Level; V, S) Scorching 40-foot-radius spheres of flame strike the ground at 4 different points chosen by the blademaster within 1 mile. The effects of a sphere reach around corners. Creatures and objects in the area make a DC 19 Dexterity saving throw taking 49 (14d6) fire damage and 49 (14d6) bludgeoning damage on a failure or half damage on a success. A creature in more than one area is affected only once. Flammable unattended objects catch fire.
Multiattack
The arcane blademaster attacks four times and casts a cantrip.
Power Word Stun
(8th-Level; V) The blademaster utters a powerful word that stuns one creature that has 150 hit points or less and is within 60 feet (if it has more hit points it is instead rattled until the end of its next turn). The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
Shocking Grasp
+11 to hit, reach 5 ft (1.5 m). Hit: 4d8 lightning damage.
(Cantrip; V, S) Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (4d8) lightning damage and the target can't take reactions until the start of its next turn.
Teleport
(7th-Level; V) The blademaster teleports to a location they are familiar with on the same plane of existence.
Unholy Star
(7th-Level; V, S) A meteor explodes at a point the blademaster can see 100 feet directly above them. Each creature within 120 feet that can see the meteor (other than the blademaster) makes a DC 19 Dexterity saving throw. On a failure it is blinded until the end of the blademasters next turn. Four fiery chunks of the meteor then plummet to the ground at different points chosen by the blademaster that are within range to explode in 5-foot-radius areas. Each creature in an area makes a DC 19 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save or half damage on a successful one. A creature in more than one area is affected only once. Flammable unattended objects catch fire.
Bonus Actions
Improved War Magic
When the blademaster uses an action to cast a spell, they can make one weapon attack.
Misty Step
(2nd-Level; V) The blademaster teleports to an unoccupied space they can see within 30 feet. The blademaster can't cast this spell and a 1st-level or higher spell on the same turn.
About Arcane Blademaster
Arcane Blademaster is a medium humanoid with a Challenge Rating of 19. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 20 and possesses 256 hit points (derived from 27d8+135).
Arcane Blademaster has communication capabilities including any six. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Arcane Blademaster
3 tips available
GM Tips: Using Arcane Blademaster
When using Arcane Blademaster in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
Player Guide: Facing Arcane Blademaster
3 strategies available
Player Guide: Facing Arcane Blademaster
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 19.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 38,000 XP
- Hard: 57,000 XP
- Deadly: 76,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Arcane Blademaster?
- Arcane Blademaster has a Challenge Rating of 19, making it appropriate for parties of level 19.0.
- What type of creature is Arcane Blademaster?
- Arcane Blademaster is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Arcane Blademaster speak?
- Arcane Blademaster can communicate in any six.
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