Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Channel Divinity (2/short or long Rest).
Fury of the Storm. when rolling lightening or thunder damage he can use this feature to deliver maximum damage instead of rolling.
Thunderous Strikes. Melee attacks channel the fury of his god, dealing an additional 2d8 thunder damage and, pushing targets large or smaller 10ft away. already added.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The archmage can cast gust and shocking grasp at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): absorb elements, fog cloud, thunderwave*, shield
2nd level (3 slots): gust of wind, spiritual weapon, misty step
3rd level (3 slots): [Tooltip Not Found], sleet storm, lightning bolt, revivify
4th level (3 slots): banishment, ice storm, mass cure wounds*
5th level (3 slots): cone of cold, destructive wave, greater restoration
6th level (1 slot): heal
7th level (1 slot): resurrection
*The archmage casts these spells on itself before combat.
Flail. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d8 + 5) piercing damage.
Thunderous Rebuke (5/Long Rest). When a creature hits with a melee attack, he can force the creature to make a DC 18 Dex save, taking 9 (2d8) thunder damage on a failed save, or half on a successful one.
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