Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Supreme Healing. When the archmage would normally roll one or more dice to restore hit points with a spell, it instead uses the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, it restores 12.
Spellcasting. The archmage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast healing word and cure wounds at will and has the following wizard spells prepared:
Cantrips (at will): spare the dying, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): bane, bless, healing word, cure wounds
2nd level (3 slots): lesser restoration, prayer of healing, healing spirit
3rd level (3 slots): mass healing word, revivify, aura of vitality, life transference, vampiric touch
4th level (3 slots): banishment, aura of life, death ward*, stoneskin*
5th level (3 slots): enervation, greater restoration, mass cure wounds, raise dead, reincarnate
6th level (2 slots): heal
7th level (2 slot): regenerate, resurrection
8th level (1 slot): antimagic field
9th level (1 slot): mass heal, power word heal
*The archmage casts these 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.
Cure Wounds. The archmage casts cure wounds, healing 21 hit points.
Healing Word. The archmage casts healing word, healing 9 hit points.
Previous Versions
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7/5/2022 4:19:45 PM
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