Metamagic. The archmage has a pool of 18 sorcery points, that recharge at the end of a long rest, which it can spend to cause the following effects, using no more than one effect per spell:
Quickened Spell: When the archmage casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. When it does so, it cannot use its action to cast a spell that is not a cantrip.
Subtle Spell: When the archmage casts a spell, it can spend 1 sorcery point to cast it without any somatic or verbal components.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The archmage knows the following sorcerer spells:
Cantrips (at will): fire bolt, light, mage hand, mending, prestidigitation, shocking grasp
1st level (4 slots): expeditious retreat, feather fall, shield
2nd level (3 slots): hold person, misty step
3rd level (3 slots): haste, slow
4th level (3 slots): blight, dimension door
5th level (3 slots): animate objects, hold monster
6th level (1 slot): true seeing
7th level (1 slot): delayed blast fireball
8th level (1 slot): demiplane
9th level (1 slot): time stop(always rolls 4)
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Bulwark of Law. As an action, the archmage can expend 1 to 5 sorcery points to create a magical ward around itself or another creature it can see within 30 feet. The ward lasts until the archmage finishes a long rest or until it uses this feature again.
When the warded creature takes damage, it can use its reaction to spend a number of those sorcery points and reduce damage taken by a total equal to 4 times the number of sorcery points spent.
Clockwork Cavalcade (1/day). As an action, the archmage summons spirits in a 30-foot cube originating from itself. The spirits look like modrons. The spirits are intangible and
invulnerable, work fast and efficiently, and
create the following effects within the cube
before vanishing:
• Each living creature that has 0 hit points in the cube becomes stable.
• Any damaged objects entirely in the cube are repaired.
• Every spell of 5th level or lower ends on
creatures and objects in the cube.
Summon Modron (1/day). The archmage summons a quadrone ally which remains for 10 minutes or until either is reduced to 0 hit points.
Trance of Order (1/day). For the next minute,
attack rolls against the archmage can’t benefit from advantage, and whenever the archmage makes an attack roll, an ability check, or a saving throw, it can take a result of 10 on the d20 instead of rolling.
Restore Balance (5/day). When a
creature within 60 feet of the archmage is about to make an attack roll, an ability check, or a saving throw with advantage or disadvantage, the archmage can use its reaction to turn the roll into a normal roll.
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Comments