Fire Mastery. The mages' spells that deal fire damage ignore resistance to fire damage and treat immunity to fire damage as resistance instead.
Tactics. The army of mages has advantage on attack rolls against a creature if an allied leader or other army is within 5 feet of them and the ally isn't incapacitated.
All togheter, now! When the army of mages have 3/4 of their max health points (98hp), their AC drops with 1.
For the cause! When the army of mages have 2/4 of their max health points (65hp), their spell dc drops with 1.
Until the last man! When the army of mages have 1/4 of their max health points (33hp), they deal one less die of damage.
Spellcasting. The mage is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The mage has the following wizard spells prepared:
- Cantrips (at will): fire bolt, mage hand
- 1st level (4 slots): burning hands, mage armor, shield
- 2nd level (3 slots): scorching ray, flaming sphere, misty step
- 3rd level (3 slots): fireball, counterspell, dispel magic
- 4th level (3 slots): wall of fire, fire shield
- 5th level (2 slots): flame strike, Immolation
- 6th level (1 slots): Disintegrate
Fire Fury (Recharge 5-6). As an action, the mages can unleash a burst of fiery energy in a 20-foot radius centered on themselves. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
spells: misty step
spells: shield, counterspell
Description
- The army of mages stays in the back !
- They focus single target spells on the order of aya, and deal AOE damage !
- They follow only orders of their leader.
- If the leader is down they will not retreat, they focusing the one who downed the leader.
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