Medium Humanoid (Kalashtar, Wizard), Lawful Neutral
Armor Class 22 (Casters Cloak)
Hit Points 130 (22d8 + 22)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
24 (+7)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws CON +8, INT +13, WIS +11
Skills Arcana +22, History +22, Insight +14, Investigation +16, Nature +22, Perception +20, Performance +9
Damage Resistances Damage from Spells
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft, Truesight 60 feet radius, Passive Perception 24
Languages All, Telepathy (sight range)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Mantle. This Archmage has advantage on saving throws against spells and other magical effects. He also has resistance to damage from spells. 

Epic Casting. Any creature of CR5 and under automatically fails their saves against any spell Cameron casts. In addition, his spells score a critical hit on 18-20 rolls; dealing double damage. 

Flash Step. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 30 feet of you.

Spell Ward. Whenever he casts a spell using a spell slot, he gains a magical ward that grants him temporary HP. This temporary HP equals double the spell slot's level + 20.

Displacement. All creatures have disadvantage on attack rolls against Cameron.

Magecraft. Cameron can cast any spell from any class list of any level, as long as he has the spell slots to do so. He does not have to have it prepared or known.

Master of Fundamental Evocation. He can cast any evocation spell from any class list, and when he does it automatically counts as being cast as its 5th level version without using any extra spell slots, materials or resources.  

Spellbreaker (3/SR). You can store magical energy within yourself to later empower your magic. Whenever you successfully end a spell with Dispel Magic or Counterspell, you can also activate this ability to gain an equal number of spell slots to the spell that your countered, or dispelled.

Twist of Fate (3/SR). When you make an attack roll, saving throw, or skill check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10.

Greater Portent (4/LR). Cameron can impose his fate weaving abilities; altering any roll of any creature (including himself) he can see to succeed by +1 of the required DC, or -1 of the required DC.

Oracle Revelation (3/LR). If Cameron fails a saving throw, he can choose to succeed instead.

Azuth's Boon (1/day). Blessed by the Faerun deity Azuth; Cameron is able to cast one spell as a level higher at no cost, without using a spell slot, once per day. 

Actions

Element Blast. Ranged Magic Attack. Choice; 60 foot cone or 120ft ranged w/ 40ft sphere. DEX save DC24 or take 50 (16d4) of any damage type; casters choice. Half as much on a successful save. 

Arcane Strike. Ranged Magic Attack. +18 to hit, one target, 5/150ft range. Hit: 25 (4d12) force damage. This damage counts as true arcane damage and is unable to be reduced by any means. 

Spellcasting. This Archmage is an 22nd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +18: to hit with spell attacks, crit range 18-20). The Archmage can cast Misty Step, Detect Magic, Identify, Polymorph, Chromatic Orb, Legend Lore, Passwall, and Shield at will and has the following spells prepared:

1st level (4 slots): Absorb Elements, Charm Person, Find Familiar, Entangle, Command

2nd level (4 slots): Invisibility, Mirror Image, Hold Person

3rd level (3 slots): Counterspell, Dispel Magic, Haste, Hypnotic Pattern, Major Image, Magic Circle, Remove Curse

4th level (3 slots): Divination, Arcane Eye, Banishment, Fabricate 

5th level (3 slots): Wall of Force, Geas, Antilife Shell, Creation, Telepathic Bond

6th level (3 slots): Disintegrate, Eyebite 

7th level (3 slots): Etherealness, Whirlwind, Reverse Gravity, Magnificent Mansion, Mirage Arcane

8th level (2 slots):  Sunburst, Dominate Monster, Mighty Fortress

9th level (2 slots): Wish, Foresight, Shapechange {Ancient Silver or Lunar Dragon, Kalaraq Quori, Trostani, or Phoenix}

10th level (2 slots): Grand Summons [the ability to conjure any creature CR20 or under, for 1 hour with concentration], Knowledge Cascade [instantly gain the effects of a Short Rest; affects up to 6 creatures]

Bonus Actions

Mind Link. As a Kalashtar, Cameron is able to communicate with any creature via telepathy. The creature does not need to speak a language for this to work as intended. 

Reactions

Spell Reflection. Whenever Cameron counterspells successfully (he is unable to roll less than a 10 when rolling to succeed on Counterspell), he can also cast the same spell that was countered back at the caster without using up a spell slot or resources/materials.

Spell Absorption. When a spell targets only Cameron, he can use his reaction to absorb the spell, gaining spell slots equal to the spell level. 

Description

A young boy was once staring up at the stars with his friends while out camping one night, and he noticed a brilliant comet streaking by overhead. His eyes sparkled with the wonder of the universe, and God spoke to him. It whispered to him the secrets of world, and instilled in the boy a primordial spirit of child-like wonder and sense of whimsy. That boy grew up, had many adventures, and spread the wonders and delights of reality throughout the multiverses. Everywhere he went, people smiled, and his joy grew to become a prominent light in the universe. That boy is the mythic Archsage of legend, the Lunar Prince himself, the Magi of Wonder and Whimsy - Cameron the Clairvoyant. 

He was the adopted child of a noble family of rich bankers, was later found to be Kalashtar. He grew up in a loving and lenient home, and was adored and doted on by his family. They showered him with love, gifts, and education, and the little boy grew into a fine young man. He practiced equestrian, archery, fencing, acrobatics and gymnastics, dance, swimming, singing, various athletics, and received the finest education at the countries top university. While away at university, learning to become an administrator in his families business, his magical powers blossomed unexpectedly, and it sparked the fire of fascination in the young man. Through concentrated research, and self discovery, a wizard was born. He had a talent for divination, and regularly had prophetic dreams that came true. He was able to read peoples thoughts, see their auras, discern spirits, and communicate with entities ranging from infernal to celestial. His discovery and bond with his Quori spirit was also cultivated during this time, and the man was able to learn more about his past memories. He used to be a royal vizier to a powerful Pharaoh in an ancient civilization. The man now references the spirit, and consults it for advice in times of brain-fog. He calls his Quori spirit; The Great Sage. No one has seen its form, not even the young man - yet. The young wizards goal is to set off into the world, and find a party worthy of his talents, to amass or create magical items, to discover new magical spells, and to create a magnificent magical castle to store his trinkets. He currently spends his downtime running a magic shop, happily taking the requests of interested adventurers. 

Magi of Whimsy and Wonder. This character (a former Player) now participates in other campaigns as a magic shopkeep and powerful divination wizard. He can give out quests to find powerful magic items, spells, or components from monsters or entities. He can create nearly anything if given the right materials. He can be reasoned with, and often enjoys being silly so speaking with him first is wise. He can even be convinced to help the party in major ways - even as a sidekick in combat. If ever defeated in combat, he drops a Staff of the Magi, and a Robe of the Archmagi (iridescent silver colored) and comes back to life 7 days later. 

Monster Tags: NPC

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WishfulWarlock3

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