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Habitat: Any; Treasure: Individual

Noble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic might be a family secret.


Nobles

Nobles encompass a variety of people with social influence. They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite.

Actions

Multiattack. The noble makes three Beguiling Strike attacks.

Beguiling Strike. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 18 (4d6 + 4) Psychic damage, and the target has the Charmed condition until the start of the noble’s next turn.

Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion
1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)

Reactions

Shield (2/Day). The noble casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.


Noble Prodigy

Medium or Small Humanoid, Neutral
  • Armor Class 16
  • Hit Points 148 (27d8 + 27)
  • Speed 30 ft.
  • Initiative +7 (17)
STR
8 (-1)
DEX
16 (3)
CON
12 (1)
INT
15 (2)
WIS
14 (2)
CHA
19 (4)
  • Saving Throws Str -1, Dex +7, Con +5, Int +2, Wis +6, Cha +8
  • Skills Perception 6, Persuasion 8
  • Senses passive Perception 16
  • Languages Common plus two other languages
  • Challenge 10 (5,900 XP)
  • Habitat Any
  • Treasure Individual

Actions


  • Multiattack. The noble makes three Beguiling Strike attacks.
  • Beguiling Strike (Melee). Melee Spell Attack: +8 to hit, reach 5 ft., One Target. Hit: (4d6 + 4) Psychic damage. The target has the Charmed condition until the start of the noble’s next turn.
  • Beguiling Strike (Ranged). Ranged Spell Attack: +8 to hit, reach 60 ft., One Target. Hit: (4d6 + 4) Psychic damage. The target has the Charmed condition until the start of the noble’s next turn.
  • Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion 1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)

Reactions


  • Shield (2/Day). The noble casts *Shield* in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
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