Innate Spellcasting. Arch-Mage Invictus' spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells at 9th level, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
6/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
3/day each: foresight, gate, power word kill, teleport
1/day: wish
Legendary Resistance (3/Day). If Arch-Mage Invictus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Arch-Mage Invictus has advantage on saving throws against spells and other magical effects.
Master of Magic. Arch-Mage Invictus has advantage on Constitution saving throws to maintain concentration. He may also cast two at will spells per action.
Multiattack. Arch-Mage Invictus makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 15 (1d10 + 10) force damage.
Magic Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 36 (5d12 + 4) force damage.
Arcane Cataclysm (Recharges after a Long Rest). Arch-Mage Invictus conjures orbs of magical energy that plummet to the ground at three different points he can see within 1 mile of him. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Arch-Mage Invictus and spells he casts are unaffected by these fields.
Change Shape. Arch-Mage Invictus magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Arch-Mage Invictus choice).
In a new form, Arch-Mage Invictus retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Arch-Mage Invictus 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. Arch-Mage Invictus regains spent legendary actions at the start of his turn.
Attack. Arch-Mage Invictus makes two attacks with his Arcane Blast or one attack with his magic staff.
Consume Magic (Costs 2 Actions). Arch-Mage Invictus targets a creature within 120 feet of him who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Arch-Mage Invictus gains 5 temporary hit points per level of that spell.
Maddening Secrets (Costs 3 Actions). Arch-Mage Invictus whispers an arcane secret into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can’t expend a spell slot is instead stunned until the end of its next turn.
Description
Arch-Mage Invictus. The first chosen member of The Five. Invictus is a direct descendant of Vanus himself. Although he is human, his mastery of the Weave has granted Invictus a lifespan that rivals even the ancient elves. Invictus was directly responsible for the creation of Caelo Tactus and with the help of the Secundi, he elevated his powers to create the Mythallar that powers the city. It is said that Invictus has a direct link to the Primus as well as the ability to commune with other celestial entities.
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