Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arch bard has the following bardic spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery, minor illusion
1st level (4 slots): dissonant whispers, identify, sleep*, disguise self
2nd level (3 slots): detect thoughts, hold person, shatter
3rd level (3 slots): counterspell, dispel magic, hypnotic pattern, sending
4th level (3 slots): confusion, compulsion, charm monster
5th level (3 slots): dominate person, geas, modify memory
6th level (2 slot): mass suggestion, eyebite
7th level (2 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): foresight
*The archmage casts these spells on itself before combat.
Taunt (2/Day}. The bard can use a bonus action on its turn to targetonecreaturewithin 30feetofit. Ifthetargetcan hear the bard, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
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.
Description
Archbards are powerful (and usually quite old) spellcasters dedicated to the arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants. Those who are neither good nor evil may use their powers for minor mischief and fame. An arch bard typically has one or more apprentice bards, and an archbard's abode has numerous magical wards and guardians to discourage interlopers.
Previous Versions
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8/3/2021 11:10:58 PM
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