Traits
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Magic Aptitude. 8 points of magic aptitude and 8 Power Die (d10).
- 1 point: you gain Power Die equal to your Magical Aptitude points. Use it as a free action to add a d6 to your spell DC, any magical check, spell attack bonus, attack bonus for magical weapons or add it to damage rolls for magical weapons. You can also use it to force an enemy to re-roll a saving throw or re-roll a Spell disruption check. You can only use 1 Power Die per action, reaction or bonus action. Power Dice uses are reset on completion of a long rest.
- 2 points: You can use a Power Die to attempt a tech item to malfunction as part of casting a spell, magical ability or magic weapon that targets the device or user. Roll 1d20 + Magical Aptitude vs DC10 + the Technical Aptitude of user or device. If you beat the save DC, the item malfunctions and an action must be used to repair it.
- 3 points: You gain Advantage on saving throws against Technological effects.
- 4 points: You can now stack 2 Power Dice per action, bonus action or reaction.
- 5 points: Your Power Die becomes a d8.
- 6 points: You use your Power Die instead of sorcery points to add Metamagic to your spells. Choose 1 from the Metamagic feats.
- 7 points: You can use your Power Die to cast True Sight on yourself.
- 8 points: Your Power Die becomes a d10.
Black shield. When a creature hits you it makes a Dexterity Saving Throw DC15, on failure roll a d4 and take the following effect:
- Gravity Push: Pushed 15 ft. away from the Archmage
- Levitate 15 ft. up until the start of their next turn
- Strong Gravity: Disadvantage on Attack Rolls, Strength and Dexterity Checks and Saving Throws
- Weak Gravity: Jump increases, Slashing, Piercing and Bludgeoning do minimum damage.
Actions
Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: 1d20+9 , reach 5 ft. or range 150 ft. Hit: 4d10+5 Force damage.
Magnify Gravity (level 4). Constitution Saving Throw, 240 ft range, ignores cover. On failure, 5d8 Force damage and its speed is halved.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation, Magnify Gravity (level 4 version), Pulse Wave (level 4)
d
2/Day Each: Fly, Tether Essence (level 7 version) 7d10 Gravity Fissure (level 7 version)
1/Day Each: Dark Star, Mind Blank (cast before combat), Scrying, Teleport, fire shield
Bonus Actions
misty step
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Temporal Shunt in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.