Legendary Resistance (1/Day). If Altina fails a saving throw, she can choose to succeed instead.
Special Equipment. Altina wears a white robe of the archmagi (accounted for in her statistics). She also wields the twin Artifact longswords Ragnell and Alondite. She also has a ruby of the war mage attached to Ragnell.
Magic Resistance. While wearing her robe of the archmagi, Altina has advantage on saving throws against spells and other magical effects.
Spellcasting. Altina is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Altina has the following wizard spells prepared:
Cantrips (at will): booming blade, mage hand, minor illusion, prestidigitation, shape water
1st level (at will): detect magic, disguise self, magic missile, shield
2nd level (at will): detect thoughts, invisibility, misty step, mirror image
3rd level (3 slots): counterspell, fly, sending, dispel magic
4th level (3 slots): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): steel wind strike, geas, Rary’s telepathic bond, cone of cold
6th level (2 slots): globe of invulnerability, tenser's transformation
7th level (2 slot): prismatic spray, teleport, plane shift
8th level (1 slot): feeblemind, power word stun
9th level (1 slot): time stop
Multiattack. Altina makes two attacks with her Ragnell and Alondite. She can replace one of these attacks with an Arcane Surge. She can cast one of her cantrips or 1st-level spells before or after making these attacks.
Ragnell. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +5) slashing damage when used with two hands.
Alondite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands.
Arcane Surge. Range (20/60). Rune Charge 5/day. Once per turn, as an attack action this sword can shoot a beam of force at any creature within 60ft. The target must make a Dexterity or Strength DC 18 saving throw (target's choice) if it is within 20ft or DC 12 if it is between 21-60ft. On a faliure, the target takes 10 (1d10+5) force damage, or half as much on a successful one. She can choose to make the beam deal 14 (2d10 + 4) on a failed save, or half as much on a successful one and consume 2 runes per action.
Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Altina and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
- She can breathe underwater.
- She can survive without food and water.
- She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
- She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
- Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Altina takes this action, roll a d6. On a roll of 1, the silver fire disappears.
- Cast the revivify spell without material components. After Altina takes this action, roll a d6. On a roll of 1–2, the silver fire disappears.
- Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Altina takes this action, roll a d6. On a roll of 1–3, the silver fire disappears.
Bladesong. Altina can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if she is incapacitated, if she dons medium or heavy armor or a shield, or if she uses two hands to make an attack with a weapon. She can also dismiss the Bladesong at any time she chooses (no action required).
While her Bladesong is active, she gains the following benefits:
- She gains a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Her walking speed increases by 10 feet.
- She has advantage on Dexterity (Acrobatics) checks.
- She gains a bonus to any Constitution saving throw she makes to maintain her concentration on a spell. The bonus equals her Intelligence modifier (minimum of +1).
- She adds her Intelligence modifier (minimum of +1) to the damage of her melee weapon attacks while her Bladesong is active.
- She can direct her magic to absorb damage while her Bladesong is active. When she takes damage, she can use her reaction to expend one spell slot and reduce that damage to her by an amount equal to five times the spell slot’s level.
She can use this feature twice. She regains all expended uses of it when she finishes a short or long rest.
Legendary Actions (1/Turn). Altina can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Altina regains any spent legendary actions at the start of her turn.
Cantrip or 1st Level Spell. Altina can cast one of her cantrips or 1st level spells.
Melee Attack. Altina makes one melee attack with either Alondite or Ragnell.
Description
Hair: Black
Eyes: Silver (due to Magister status, otherwise blue)
Height:
Skin:
Age:
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