Enric Maglar Lenshear
Enric Maglar Lenshear, a.k.a. Magneto, is an elven man obsessed with imbuing himself with the power of magnetism. He craves absolute control over metals allowing him to be the greatest forger in existence. Hailing from the Fletching in the western edge of Oraheim he is an elf who is obsessed with technology. Working with the gnome scientists there he has become obsessed with the physical laws of the planet specifically magnetism. He now has a plan to activate the great Caldera underneath the Dreiduaras dome and use it to bend the forest realms to his whim. He has been adding magnetic magic to his arsenal and his next objective is the Magnesis Rune, currently held by Kal, King Arric Lee.
Physical Description
General Physical Condition
- STR 13
- DEX 15+2
- INT 18+3
- WIS 14+2
- CHA 17+3
- Homo Superior (Variant Human) to get Resilience: Constitution and Intimidation
- Insight and Persuasion from the Faction Agent background
- Arcana and History as a Wizard
- Get the Telekinetic feat as Training for +1 Int, an invisible Mage Hand, and can shove with it
- Gets Resil: Con and War Caster to have utmost control over his hugely effective concentration spells
- Max Int then Dex.
Body Features
Wizard:
Arcane Recovery: restore spell slots equal to half wizard level on short rest, getting extra uses for your Power Surge subclass feature, 1/day
Spell Mastery: a level 1 and level 2 no longer cast a spell slot to use at its level:
Shield to block attacks, complementing your already great spell save protection
Hold Person to perform Magneto's version of the force choke on metallic enemies such as Wolverine. For others, wrap them up in metal binds to hold them in stasis, covering mouths or eyes as needed to render them helpless. You can perform the single-target version for free or upcast to collect an entire team, but either way it's your favorite way to control a fight so you can monologue.
Signature Spells: two level 3 spells get a free cast per day; use to add charges to your Power Surge subclass feature
Counterspell
Dispel Magic
War Magic:
Arcane Deflection - If a spell does manage to affect you, reaction to gain +4 to that save; can only use cantrips next turn
Tactical Wit - add Int to initiative and get concentration spells up faster
Power Surge - adds electromagnetic force to your damaging spells after thwarting an enemy spell effect
Durable Magic - add 2 to AC and saves while concentrating a spell
Deflecting Shroud - your force field casts off excess charge to causes damage to three targets when you use Arcane Deflection
Apparel & Accessories
Magic Items: Magneto is legendary, and is outfitted accordingly:
Wand of the Warmage, legendary: +3 spell attacks and ignore half cover, exclusively for use with your cantrip attack
Robes of the Archmagi, legendary: spell mod +2, 15+Dex AC, advantage on saves against spells
Tome of Clear Thought, very rare: +2 Int to a maximum of 22
Boots of Levitation, rare: While you wear these boots, you can use an action to cast the levitate spell on yourself at will, no conc. Mage Hand yourself around to get his vertical hovering look down.
Ends at 22 AC before Shield's +5, a spell DC of 22, and initiative of 11
Mental characteristics
Personal history
Tactics:
True to form, Magneto is monstrously powerful and hard to challenge. High initiative and a large spell DC means he will take control of the fight early, and a solid defensive kit against physical or magical assault means he is hard to unseat. His own damage is often merely average, placing most of his emphasis on area control to set up his allies for a win.
Magneto will want to start concentration on an effect early to dominate the battlefield and benefit from the Durable Magic feature. His spell list is full of useful and situational conc options. In fact, very few of the options for spell slots aren't concentration; his most likely action once a spell is maintained will just be to cantrip attack with Magic Stone plus Power Surge damage. But, considering the strength of his spells and dominance they can impose, the end should already be in sight by then.
In a losing battle, Magneto's allies should know to clear the way lest his area decimation spells catch them in the blast radius too.
The Tyranny of Mutants:
The combined might of the Brotherhood of Mutants coordinate to cause a nigh-inescapable TPK. This is at its most deadly in a surprise round attained by Sabretooth’s Pass Without Trace.
Have Avalanche cast Plant Growth under enemies, flavoring it as cracking the ground, with the center of the spell behind them to make the nearest edge of it twenty feet away. Create a barrier behind and over them with Wall of Stone, defeating flight, leaving only an opening facing your team. It would take 80 feet of movement to get to the edge, even though it looks close. Toad should cast Slow on the enemies to mitigate spells and even further reducing their abilities.
Next round, also on that nearest edge of the spell, have Avalanche cast Spike Growth to make jagged rocks dig at them, then you and Avalanche can both stand at the edge of the area and cast Thunderwave, pushing targets ten feet back into it. Adding difficult terrain means that it would take 80 feet of movement to move 5 feet.
The enemy will be sitting ducks for Pyro's Fireballs and Incendiary Cloud since none of you have to see the enemy team to keep this up. Pyro's fire will now be doing serious and irresistible harm against the decreased Dex saves of the team trapped inside. Your metal wall spells are inside the cloud's edge so attacks to break the wall are done with disadvantage. This also prevents the Incendiary Cloud from drifting away each round.
Have Blob also stand at the edge of the area to block any that are missed or make the save against Thunderwave, using his Large size and Cavalier feature to prevent escape, with Toad perched on his shoulder to also provide his Sentinel OAs, threatening as high as 25 feet up, reducing flying speeds to zero to defeat any escape attempts overhead. Even if one enemy such as Nightcrawler can clear the hazard by teleporting out of the radius, they will be at the mercy of your entire team without any ally support due to Incendiary Cloud's obscurement, at risk of further spells and teleports failing due to Sabretooth, and incapable of maintaining a concentration due to Sabretooth’s flurries and Mystique's sneak attacks, holding her action until their reaction is spent.
True to form, Magneto is monstrously powerful and hard to challenge. High initiative and a large spell DC means he will take control of the fight early, and a solid defensive kit against physical or magical assault means he is hard to unseat. His own damage is often merely average, placing most of his emphasis on area control to set up his allies for a win.
Magneto will want to start concentration on an effect early to dominate the battlefield and benefit from the Durable Magic feature. His spell list is full of useful and situational conc options. In fact, very few of the options for spell slots aren't concentration; his most likely action once a spell is maintained will just be to cantrip attack with Magic Stone plus Power Surge damage. But, considering the strength of his spells and dominance they can impose, the end should already be in sight by then.
In a losing battle, Magneto's allies should know to clear the way lest his area decimation spells catch them in the blast radius too.
The Tyranny of Mutants:
The combined might of the Brotherhood of Mutants coordinate to cause a nigh-inescapable TPK. This is at its most deadly in a surprise round attained by Sabretooth’s Pass Without Trace.
Have Avalanche cast Plant Growth under enemies, flavoring it as cracking the ground, with the center of the spell behind them to make the nearest edge of it twenty feet away. Create a barrier behind and over them with Wall of Stone, defeating flight, leaving only an opening facing your team. It would take 80 feet of movement to get to the edge, even though it looks close. Toad should cast Slow on the enemies to mitigate spells and even further reducing their abilities.
Next round, also on that nearest edge of the spell, have Avalanche cast Spike Growth to make jagged rocks dig at them, then you and Avalanche can both stand at the edge of the area and cast Thunderwave, pushing targets ten feet back into it. Adding difficult terrain means that it would take 80 feet of movement to move 5 feet.
The enemy will be sitting ducks for Pyro's Fireballs and Incendiary Cloud since none of you have to see the enemy team to keep this up. Pyro's fire will now be doing serious and irresistible harm against the decreased Dex saves of the team trapped inside. Your metal wall spells are inside the cloud's edge so attacks to break the wall are done with disadvantage. This also prevents the Incendiary Cloud from drifting away each round.
Have Blob also stand at the edge of the area to block any that are missed or make the save against Thunderwave, using his Large size and Cavalier feature to prevent escape, with Toad perched on his shoulder to also provide his Sentinel OAs, threatening as high as 25 feet up, reducing flying speeds to zero to defeat any escape attempts overhead. Even if one enemy such as Nightcrawler can clear the hazard by teleporting out of the radius, they will be at the mercy of your entire team without any ally support due to Incendiary Cloud's obscurement, at risk of further spells and teleports failing due to Sabretooth, and incapable of maintaining a concentration due to Sabretooth’s flurries and Mystique's sneak attacks, holding her action until their reaction is spent.
Education
Spell List:
Cantrips:
Magic Stone - homebrew to treat as an available leveled cantrip, uses compressed metal spheres that return and circle around you when not in use
Mage Hand - manipulate metal from afar
Lightning Lure - Pull an enemy with a forceful magnetic attraction
Message - use your nascent telepathy to speak to an ally
Mending - make broken metal objects whole again
Mold Earth - pull from the natural metals in the earth to freely manipulate it
1st:
Shield - stop bullets in the air before you
Catapult - you hurl metal objects of increasing size into you enemies, vs Dex
Tenser's Floating Disk - flatten a piece of metal into a rideable platform
Thunderwave - blast enemies back with a forceful magnetic repulsion, vs Con
Puppet - control enemies that have metal on them like a marionette, vs Con
2nd:
Maximilian's Earthen Grasp - pull up rebar out of the ground to imprison an enemy, vs Str, conc
Shatter - explode metal objects into debris, further damaging everything else, vs Con
Hold Person - lock an enemy wearing metal in place, vs Wis, conc
Cloud of Daggers - a whirlwind of shrapnel rends anything in its space, no save, conc
Locate Object - detect metal in the area, conc
See Invisibility - sense the metal objects on hidden enemies
Knock - throw open locks and barricades before you
Thought Shield - your helmet blocks attempts to read your mind
3rd:
Counterspell - your quick reactions and pinpoint accuracy interrupt an enemy power with a flying piece of shrapnel
Dispel Magic - send a wave of electromagnetic energy from your force field to vaporize any enemy spell effects
Slow - limit your enemies under a relentless barrage of flying shrapnel
Lightning Bolt - overcharge molecules in the air enough to create lightning strikes, vs Dex
Fly - add to your stylish levitation with some decent air speed
4th:
Evard's Black Tentacles - long, thick chains constrict an area and hold your enemies in place, vs Dex, conc
Greater Invisibility - warp light through your electromagnetic force field and vanish from sight, conc
5th:
Animate Objects - control multiple spinning saw blades and direct them toward your enemies, conc
Telekinesis - lift massive metal objects and move them freely, vs Str, conc
Teleportation Circle - supercompress gravity on a point, opening a wormhole to transport your party to your base
Wall of Stone - Collect scrap from around you or draw ferrous materials from the ground beneath you to erect metal panels and cordon an area, conc
6th:
Globe of Invulnerability - shield yourself in an electromagnetic force field that defeats magic attacks, conc
7th:
Reverse Gravity - lift metal objects and creatures before slamming them back down, vs Str, conc
Whirlwind - pull metal objects and creatures into a hurricane of steel, vs Str & Dex, conc
Mordenkainen's Magnificent Mansion - create a wormhole to teleport to Asteroid M
8th:
skip
9th:
Meteor Storm - find the iron in passing meteors and draw them to the planet surface, vs Dex
Wish - replicate any 8th or lower spell from any list
Maelstrom - supercompress gravity on a point, creating a black hole that pulls everything to its center, vs Str, conc
Bones of the Earth - rip H-beams and subway tracks from under the ground to impale your enemies, vs Str & Dex
Blade Barrier - trace a wide curtain of flying scrap metal, vs Dex, conc
Earthquake - cause a surge in the magnetic field of the planet itself, splitting the ground and toppling structures, vs Dex, concentration & athletics, conc
Tsunami - tear out an entire city's worth of metal objects and cast it forward like a tidal wave of metal destruction, vs Str & athletics, conc
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