Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +9 to hit with spell attacks). The king can cast disguise self and charm person at will and has the following sorcerer spells prepared:
Cantrips (at will): vital strike, light, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, mage armor*, magic missile,armor of agathys.bless,heroism
2nd level (3 slots): detect thoughts, mirror image, misty step,shadow blade*
3rd level (3 slots): counterspell, fly, lightning bolt,fireball
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability, Tensers transformation*
7th level (1 slot): teleport,regenerate
8th level (1 slot): mind blank*
9th level (1 slot): time stop,invulnerability
*The king casts these spells on itself before combat.
sorcery points
The king has 20 sorcerer points which it can expend cast any spell of 1st level spell or higher.The points expended equals the level of the spell plus 1.In addition the king can expend these points as part of casting to empower it transform it as desrcribed under metamagic in the sorcerer class.
Evasion
When the king is subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
multiattack The king makes one normal attack and casts a cantrip or casts a spell through sorcery points.
Steel breath(recharge 6)
The king exhales a 60ft cone of steel shards.Each creature in the cone must make a dc 21 dex save or take 52(8d12) slashing damage and the king regains 1 sorcery point.
attack
The king takes the attack action
cantrip
The king casts a single cantrip or either of the spells it can cast at will.
breath (3 actions)
The king recharges their breath weapon.
Lair and Lair Actions
The king lairs in the top of The Dragonspire on the Draconic Plane.This lair acts as a sort of fortress and capital of their grand lands where they use the power of the spire to travel their land.
Lair actions
on intiative order 20 (losing ties) the king selects on of the following actions to occur in their lair.They cannot choose the same action twice
.Any number of creatures of the kings choice gain 2d6 temp hp
.Stars fall from the casting fireball centered on a point of kings choosing.This fireball does radiant damage instead of fire damage and creatures that fail the save take an extra 2d6 psychic damage.
.The Dragon spire beckons another dragon casting summon draconic spirit.The dragon vanishes the next time a lair action is used.
Previous Versions
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5/26/2021 3:41:44 PM
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Coming Soon
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