Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, blink, lightning bolt
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
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
1st level (at will): hellish rebuke
Anamoira can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Anamoira regains 1 spent legendary action at the start of its turn.
Cantrip. The archmage casts a cantrip.
Alter Reality. (2 Legendary Actions) The archmage can change any D20 roll.
Change Fate. (3 Legendary Actions) Target makes a Wis Saving Throw (Spell DC 18). On a failed save the target switches every natural 20 for a natural 1 and vice versa.
Description
Anamoira, Archmage of Reality, was once a pleasant girl who believed everyone had at least a little bit of good in them. She was a prankster, always using her magic to her advantage, learning harmless spells such as prestidigitation and mage hand to assist in her adventures. While studying at The Academy of the Rose her pranks began to take a dark turn. Alliana, Master of Chaos, and Anamoira's tutor, wanted nothing more than to take control of her students, and later The Academy, using Anamoira as a tool to do this. Anamoira was forced to murder students and teachers alike, their screaming faces burned into her memory. After that day she vowed to find a way to change reality and destroy Alliana before she could corrupt her younger self. After centuries of study Anamoira had gone mad, tortured by the screams in her tower alone, and now uses her powers in a much different way. She warps the world around her with every step she takes, whether intentional or not.
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Posted Oct 17, 2019Just a note about the mathematics of your Change Fate legendary action--it does not change anything, really. There will still be an equivalent number of 1's and an equivalent number of 20's. Such a legendary power, especially that she recovers only 1 per round, would be well within the scope of its power to negate any critical hit (be they from a natural 20 or an assassin's strike, for example) and to cause a complication on any 1.
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Posted Oct 20, 2020The point of her change fate ability in my current campaign is not necessarily to change the ratio or amount of nat 1's and nat 20's, just to swap them due to her chaotic nature, and her need for control in the world, its almost a flavour text ability so feel free to alter it for use in your campaign if you use her! It is also for a campaign with many new players, so it's just for fun.