Hello all!! I'm writing a series of one shots to run during college until I can get a full campaign going, and one of them involves a non-magical individual intimidating people with his powerful magics to make deals and gain influence, and when they don't comply, equally fake-magically killing them. What abilities/weapons/lair actions can I give this NPC so that during the final battle the players can realize that this man is less a wizard and more like the wizard of oz?
(I'll balance the one shot for the stat block I end up making, so go nuts and I'll figure out the appropriate player level afterwards lol)
Build them like you might an Artificer. If you want an example of how the stat block might look, see the Kobold Inventor and then flavor the abilities as "casting spells." If you want, add a Performance check on each spell cast and let some of the more perceptive or magically inclined characters roll Perception or Arcana to begin deducing that these abilities are not really spells.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Give him a bunch of wands and potions and other magic items. Also, the great thing is NPCs don’t have to follow PC rules. So you can let him use scrolls.
Build them like you might an Artificer. If you want an example of how the stat block might look, see the Kobold Inventor and then flavor the abilities as "casting spells." If you want, add a Performance check on each spell cast and let some of the more perceptive or magically inclined characters roll Perception or Arcana to begin deducing that these abilities are not really spells.
This is EXACTLY the kind of thing I was looking for!!
Counterfeit Magic. The archmage's spells are nonmagical and can't be detected by spells or magical effects that detect magical auras. Additionally, their spells can't be targeted by spells or magical effects that counter or dispel magic.
Actions
Multiattack. The archmage makes two Gadget Wand attacks.
Gadget Wand. Ranged Spell Attack:+4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire or lightning damage (archmage's choice).
Counterfeit Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
Devious Counterspell. The archmage interrupts a creature it can see within 60 feet of itself that is casting a spell. Several hidden associates of the archmage distract and hurl debris at the caster, who must make a DC 14 Constitution saving throw. On a failed save, the spell fails and has no effect.
Lair and Lair Actions
The challenge rating of a counterfeit archmage increases by 2 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the archmage can take one of the following lair actions; the archmage can’t take the same lair action two rounds in a row:
Set the Stage. The archmage casts one of the following spells using its spell save DC and requiring no spell components: move earth or wall of stone. The spell ends early if the archmage uses this lair action again or dies.
Showstopper. The archmage casts one of the following spells using its spell save DC and requiring no spell components: chain lightning, fire storm, or ice storm. The spell ends early if the archmage uses this lair action again or dies.
Smoke and Mirrors. The archmage casts one of the following spells using its spell save DC and requiring no spell components: fog cloud or mirror image. The spell ends early if the archmage uses this lair action again or dies.
Create rumors. Have a bunch of rumors circulating in the town (taverns, etc.). Just like in today's social media environment, if you repeat something enough, people believe it. You might want to give him/her an artificer flavor as someone posing as a Wizard (I know, artificers get spells, I just meant artificer flavor). I definitely like the idea of possessing wands, or maybe even some common magic items that anyone can use and don't require attunement by a caster that s/he uses to appear to others to be a caster.
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Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Counterfeit Magic. The archmage's spells are nonmagical and can't be detected by spells or magical effects that detect magical auras. Additionally, their spells can't be targeted by spells or magical effects that counter or dispel magic.
Actions
Multiattack. The archmage makes two Gadget Wand attacks.
Gadget Wand. Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire or lightning damage (archmage's choice).
Counterfeit Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
Devious Counterspell. The archmage interrupts a creature it can see within 60 feet of itself that is casting a spell. Several hidden associates of the archmage distract and hurl debris at the caster, who must make a DC 14 Constitution saving throw. On a failed save, the spell fails and has no effect.
Lair and Lair Actions
The challenge rating of a counterfeit archmage increases by 2 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the archmage can take one of the following lair actions; the archmage can’t take the same lair action two rounds in a row:
Set the Stage. The archmage casts one of the following spells using its spell save DC and requiring no spell components: move earth or wall of stone. The spell ends early if the archmage uses this lair action again or dies.
Showstopper. The archmage casts one of the following spells using its spell save DC and requiring no spell components: chain lightning, fire storm, or ice storm. The spell ends early if the archmage uses this lair action again or dies.
Smoke and Mirrors. The archmage casts one of the following spells using its spell save DC and requiring no spell components: fog cloud or mirror image. The spell ends early if the archmage uses this lair action again or dies.
This is extremely cool. I’m definitely taking inspiration from this, especially the lair actions.
Create rumors. Have a bunch of rumors circulating in the town (taverns, etc.). Just like in today's social media environment, if you repeat something enough, people believe it. You might want to give him/her an artificer flavor as someone posing as a Wizard (I know, artificers get spells, I just meant artificer flavor). I definitely like the idea of possessing wands, or maybe even some common magic items that anyone can use and don't require attunement by a caster that s/he uses to appear to others to be a caster.
Hello all!! I'm writing a series of one shots to run during college until I can get a full campaign going, and one of them involves a non-magical individual intimidating people with his powerful magics to make deals and gain influence, and when they don't comply, equally fake-magically killing them. What abilities/weapons/lair actions can I give this NPC so that during the final battle the players can realize that this man is less a wizard and more like the wizard of oz?
(I'll balance the one shot for the stat block I end up making, so go nuts and I'll figure out the appropriate player level afterwards lol)
:)
Build them like you might an Artificer. If you want an example of how the stat block might look, see the Kobold Inventor and then flavor the abilities as "casting spells." If you want, add a Performance check on each spell cast and let some of the more perceptive or magically inclined characters roll Perception or Arcana to begin deducing that these abilities are not really spells.
Give him a bunch of wands and potions and other magic items.
Also, the great thing is NPCs don’t have to follow PC rules. So you can let him use scrolls.
This is EXACTLY the kind of thing I was looking for!!
:)
I made a stat block for a fake wizard. The gist of it is they have clever gadgets and a crew of people helping them.
Special Equipment. The archmage wears a ring of mind shielding.
Counterfeit Magic. The archmage's spells are nonmagical and can't be detected by spells or magical effects that detect magical auras. Additionally, their spells can't be targeted by spells or magical effects that counter or dispel magic.
Multiattack. The archmage makes two Gadget Wand attacks.
Gadget Wand. Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire or lightning damage (archmage's choice).
Counterfeit Spellcasting. The archmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: grease, light, prestidigitation
3/day each: blur, dragon's breath (self only), faerie fire, pyrotechnics, spider climb (self only), Tasha's caustic brew, web
1/day each: cone of cold, stinking cloud
Devious Counterspell. The archmage interrupts a creature it can see within 60 feet of itself that is casting a spell. Several hidden associates of the archmage distract and hurl debris at the caster, who must make a DC 14 Constitution saving throw. On a failed save, the spell fails and has no effect.
Lair and Lair Actions
The challenge rating of a counterfeit archmage increases by 2 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the archmage can take one of the following lair actions; the archmage can’t take the same lair action two rounds in a row:
Set the Stage. The archmage casts one of the following spells using its spell save DC and requiring no spell components: move earth or wall of stone. The spell ends early if the archmage uses this lair action again or dies.
Showstopper. The archmage casts one of the following spells using its spell save DC and requiring no spell components: chain lightning, fire storm, or ice storm. The spell ends early if the archmage uses this lair action again or dies.
Smoke and Mirrors. The archmage casts one of the following spells using its spell save DC and requiring no spell components: fog cloud or mirror image. The spell ends early if the archmage uses this lair action again or dies.
Create rumors. Have a bunch of rumors circulating in the town (taverns, etc.). Just like in today's social media environment, if you repeat something enough, people believe it. You might want to give him/her an artificer flavor as someone posing as a Wizard (I know, artificers get spells, I just meant artificer flavor). I definitely like the idea of possessing wands, or maybe even some common magic items that anyone can use and don't require attunement by a caster that s/he uses to appear to others to be a caster.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
This is extremely cool. I’m definitely taking inspiration from this, especially the lair actions.
:)
Very true and very helpful :)
:)
He can throw Molotov Cocktails as "fireballs" and just shove his hand into a wizard's mouth as "counterspell"
Magic is FAKE in D&D #dnd #dnd5e #dungeonsanddragons (youtube.com)
This is a short that mocks the magic, I had a better one but a rogue stole it
(not my video btw made by HamaSamaKu)
i am monkeish i hail the monke lord :D:D:D:D
pm me the word tomato
Also praise Jeff the Romba, go feed him clay.