Medium Or Small Humanoid (Any Race, Wizard), Any Alignment
Armor Class 13 (16 with Mage Armor)
Hit Points 130 (20d8 + 40)
Speed 50 ft.
STR
8 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
20 (+5)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws INT +11, WIS +7
Skills Arcana +11, History +11
Senses Passive Perception 11
Languages Common And one additional language
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Class: Wizard. The Wizard is Considered a 20th Level Wizard.

Arcane Recovery. The Wizard Regains a a total of 10 Levels of Spell Slots by Meditating for 1 Hour.

Magic Resistance. The Wizard has advantage on Saving throws against Spells and Magical Effects.

Special Equipment. The Wizard Possesses a Legendary Staff or Wand, and a Magic Item of the DMs Choice from Table G and H.

Actions

Ray of Frost. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 18 (4d8) Cold damage and the targets Speed is Reduced by 10 ft until the start of the Wizards Next Turn.

Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.

Signature Spells(1/each). The Wizard Casts Counterspell or Fireball (at 3rd Level) without Expending a Spell Slot

Spellcasting. The Wizard is a 20th Level Spellcaster (DC 19, +11 to hit with Spell Attacks) they have the Following Wizard Spells Prepared:

At Will: Light, Mage Armor, Mage Hand, Message, Misty Step  Prestidigitation 

1st Level (4 Slots): Alarm, Burning Hands, Charm Person, Feather Fall, Magic Missile, Sleep 

2nd Level (3 Slots): Arcane Lock, Detect Thoughts

3rd Level (3 Slots): Counterspell, Dispel Magic, Fireball, Glyph of Warding 

4th Level (3 Slots): Arcane Eye, Banishment, Greater Invisibility, Polymorph, Stoneskin

5th Level (2 Slots): Cone of Cold, Contact Other Plane, Teleportation Circle 

6th Level (2 Slot): Contingency, Globe of Invulnerability 

7th Level (2 Slot): Teleport 

8th Level (1 Slot): Demiplane 

9th Level (1 Slot): Gate 

Description

Scholars of the Arcane


Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.


Archwizards also known as Archmages are Wizards of near Legendary Renown, Individuals whose Arcane Journey could only be furthered by Lichdom. Having Gleaned the Secrets of the Universe and Unlocked Mysteries of other Planes even the Secrets of Creating their own, Wizards of this Caliber are Typically untouchable by Mere Mortals.

 

 

 

Spellbook


The Wizards Spellbook Possesses the Following:

3 additional Cantrips of the DMs Choice 

Seven 1st level Spell of the DMs Choice, Six 2nd Level Spells of the DMs Choice, Five 3rd Level Spells of the DMs Choice, Four 4th Level Spell of the DMs Choice, Three 5th Level Spell of the DMs Choice, and one 6th, 7th, and 8th Level Spell of the DMs Choice.

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2026 5:21:31 PM
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Erikson

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