In the long run of the current campaign I run I was planning on having an ability where the wizard BBEG could cast two spells per round. For example, the most spells he could cast in a round would be: two action spells, one bonus action cantrip, and a reaction spell if triggered. I was hoping for some feedback on how this would affect the CR of the monster and if I should add some limits to the system. For example, if I may want to have a level cap on it, like he can only cast two spells per turn if they're at most 5th level or something similar. Any feedback would be appreciated!
It would be important to know your party to judge this. If the boss is fought at really high levels, this can easily work; but you should avoid insta-kill combos like Prismatic Wall/Reverse Gravity. At lower levels, it might be too much depending on the spells and depending on your party.
It actually is a big issue of high-level spellcasting enemies like liches, Acererak or Halaster Blackcloak that they lose their entire turn if their spell gets counterspelled. When I played ToA, Halaster did not get a single spell off before he died thanks to my sorcerer having subtle counterspell and a simulacrum.
What you can also do is giving the enemy more stuff to do besides just casting spells, so that even if there is a counterspeller in the party, they are not completely shut down. Take a look at my CR 30 Lich King of the North or my CR 21 Sword Dancer of Eilistraee for example, they both make three weapon attacks on their turn in addition to casting a spell with their multiattack action.
Yeah, I think Legendary/Lair Actions are the 5e answer to this. You can also just straight up give it extra turns. One wizard-y way to do this is to do a Mirror Image type thing where the wizard splits into three. The illusory duplicates are relatively easy to destroy, but until then they get a full compliment of turns. Or you can do this in a more literal way with simulacrum.
BBEGs also have servants. Nothing wrong with having a few minions drop some concentration spells and run away. It's so easy to steamroll single monster encounters in 5e, especially at high levels. Action is economy is very important in this game, and regardless of the type or number of enemies you want to try to aim for having at least as many actions per round as the party gets.
In the long run of the current campaign I run I was planning on having an ability where the wizard BBEG could cast two spells per round. For example, the most spells he could cast in a round would be: two action spells, one bonus action cantrip, and a reaction spell if triggered. I was hoping for some feedback on how this would affect the CR of the monster and if I should add some limits to the system. For example, if I may want to have a level cap on it, like he can only cast two spells per turn if they're at most 5th level or something similar. Any feedback would be appreciated!
It would be important to know your party to judge this. If the boss is fought at really high levels, this can easily work; but you should avoid insta-kill combos like Prismatic Wall/Reverse Gravity. At lower levels, it might be too much depending on the spells and depending on your party.
It actually is a big issue of high-level spellcasting enemies like liches, Acererak or Halaster Blackcloak that they lose their entire turn if their spell gets counterspelled. When I played ToA, Halaster did not get a single spell off before he died thanks to my sorcerer having subtle counterspell and a simulacrum.
What you can also do is giving the enemy more stuff to do besides just casting spells, so that even if there is a counterspeller in the party, they are not completely shut down. Take a look at my CR 30 Lich King of the North or my CR 21 Sword Dancer of Eilistraee for example, they both make three weapon attacks on their turn in addition to casting a spell with their multiattack action.
I give BBEG type monsters the ability to cast spells of level 2 and lower as Legendary Actions.
Yeah, I think Legendary/Lair Actions are the 5e answer to this. You can also just straight up give it extra turns. One wizard-y way to do this is to do a Mirror Image type thing where the wizard splits into three. The illusory duplicates are relatively easy to destroy, but until then they get a full compliment of turns. Or you can do this in a more literal way with simulacrum.
BBEGs also have servants. Nothing wrong with having a few minions drop some concentration spells and run away. It's so easy to steamroll single monster encounters in 5e, especially at high levels. Action is economy is very important in this game, and regardless of the type or number of enemies you want to try to aim for having at least as many actions per round as the party gets.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm