![]() ![]() When Mallow casts a spell that forces other creatures to make a saving throw, he can protect some of those creatures from the spell’s full force. As a bonus action on his turn, Mallow can expend one spell slot and either gain a number of sorcerer points equal to the slot’s level or create a spell slot by expending sorcery points (1st-level-2 points, 2nd-level-3 points, 3rd-level-5 points, 4th-level-6 points, 5th-level-7 points). Creating Spell Slots & Sorcery Points. ![]() Mallow can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Mallow’s spells come from the cleric spell list as well as the sorcerer spell list, and he has cure wounds as a bonus spell known. Mallow has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and he can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him. Mallow automatically fails on the check if he or his companions are fighting the target.įeat: War Magic. On a success, as long as Mallow remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. Mallow can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. Mallow adds 2d4 to a failed saving throw or missed attack roll, making the saving throw or hitting if the new result beats the DC or AC.įeat: Diplomatic. As long as he’s not incapacitated, Mallow can hold his breath indefinitely.ĭivine Favor (1/Short Rest). Skills Arcana +4, History +4, Insight +4, Perception +4, Persuasion +8īig Lunged. Medium humanoid (air genasi), neutral good sorcerer (holy blood) 12 If you’re more keen to him putting out damage, swap heal for chain lightning but otherwise our fluffy friend ought to be ready to go into any D&D 5E game. The Super Mario RPG D&D 5E section of this series continues today with Mario’s first companion in that most iconic of video game RPGs: Mallow!ĭesign Notes : It’s been maybe half a decade since I last played this game but from what I can remember, Mallow doesn’t neatly fit into any of the standard 5E classes–if there was a RAW druid that did not use wildshape at all that’d be perfect, but there isn’t so instead I decided to rock a divine soul ”holy blood” sorcerer (*wink wink nudge nudge*) to get access to healing spells and then put a focus on weather-based magic. ![]()
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