Medium Humanoid (Kalashtar, Wizard), Lawful Neutral
Armor Class 18 (Mantle of the Magi, Staff)
Hit Points 130 (18d8 + 18)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +9, CON +8, INT +11, WIS +10
Skills Arcana +15, Deception +6, History +15, Insight +14, Nature +15, Perception +14, Performance +3, Persuasion +7
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Truesight 60 feet radius, Passive Perception 20
Languages All (Understands and Speaks), Telepathy (100 ft range)
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Mantle of the Magi. The archmage has advantage on saving throws against spells and other magical effects. He also has resistance to damage from spells. In addition, this cloak counts as a Cloak of Displacement, and shares the same properties.

Weave Manipulation (6/LR)

  • Decimate. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
  • Twist of Fate. 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.
  • Spellbreaker. 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.

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.

Actions

Element Blast. Ranged Magic Attack. Choice; 60 foot cone or 120ft ranged w/ 40ft sphere. DEX save DC20 or take 40 (12d4) of any elemental damage type; casters choice. Half as much on a successful save. 

Arcane Strike. Ranged Magic Attack. +15 to hit, one target, 5/150ft range. Hit: 25 (4d12) force damage. 

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +15: to hit with spell attacks). The archmage can cast Misty Step, Detect Magic, Identify, Legend Lore, and Shield at will and has the following wizard spells prepared:

1st level (4 slots): Absorb Elements, Charm Person, Find Familiar, Magic Missile

2nd level (3 slots): Invisibility, Mirror Image, Hold Person

3rd level (3 slots): Counterspell, Dispel Magic [R], Fly, Haste, Hypnotic Pattern

4th level (3 slots): Charm Monster, Divination [R], Polymorph, Arcane Eye [R], Banishment

5th level (3 slots): Wall of Force, Geas, Hold Monster, Telepathic Bond [R], Conjure Elemental [R]

6th level (3 slot): Disintegrate, Eyebite

7th level (2 slot): Etherealness, Fire Storm, Reverse Gravity, Whirlwind, Magnificent Mansion [R]

8th level (1 slot): Control Weather [R], Sunburst, Dominate Monster

9th level (1 slot): Wish, Foresight [R], Shapechange {Adult Silver Dragon, Kalaraq Quori, Trostani, or Phoenix}

[R] = Ritual spell; can cast in 10 mins without using a spell slot.

Bonus Actions

Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Description

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 Power, and comes back to life 7 days later. 

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. 

Monster Tags: NPC

Habitat: ArcticForestGrasslandHillMountainUrban

WishfulWarlock3

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