This is homebrew, submitted by a member of the community.
ArchMage Montgomery Leighton, Curator of Existence, Savior of Domains, The guide to Generations
ArchMage Montgomery Leighton, Curator of Existence, Savior of Domains, The guide to Generations
small beast, Lawful Goodsmall beast, Lawful Good
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Evasive: When subjected to a dex save that would have damage on a success take no damage instead.
Nimble Escape: Can take hide or disengage as a bonus action
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell, fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin*
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Evasive: When subjected to a dex save that would have damage on a success take no damage instead.
Nimble Escape: Can take hide or disengage as a bonus action
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell, fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin*
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
Actions
Multi Attack: Uses Honk and Does three beak attacks
Beak: Melee weapon +5 to hit (One Target, on hit 4(1d4+2)piercing + 10(2d6), psychic
Honk: All creatures of choice within 120ft that can hear it must make dc 15 wisdom save, on failing enraged having disadvantage to attack anything that is not the one doing the honking, until the end of the honkers turn.
Multi Attack: Uses Honk and Does three beak attacks
Beak: Melee weapon +5 to hit (One Target, on hit 4(1d4+2)piercing + 10(2d6), psychic
Honk: All creatures of choice within 120ft that can hear it must make dc 15 wisdom save, on failing enraged having disadvantage to attack anything that is not the one doing the honking, until the end of the honkers turn.
Legendary Actions
3 legendary actionsHonk 3 legendary actions
Honk
Details
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Their contribution stands as a beacon of hope for all adventurers!