5e:Bladesinger Archmage NPC

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Bladesinger Archmage (NPC)
Medium Humanoid  (High Elves), Chaotic Good
Armor Class: 13 (leather, 18 if bladesinging; or 15 with mage armor, 20 with both)
Hit Points: 81 (18d8)
Speed: 30 ft. (40 ft. if bladesinging)
Str Dex Con Int Wis Cha
10 (+0) 15 (+2) 11 (+0) 20 (+5) 14 (+2) 15 (+2)
Saving Throws: Int +9, Wis +6 (also see Fey Ancestry (below))
Skills: Arcana +13, Insight +6, Perception +6, Performance +6 (also see Bladesinging (below)
Condition Immune: Sleep
Senses: Darkvision 60 ft., passive perception
Languages: Common, Elvish
Challenge: 12 (8,400 xp)Proficiency Bonus (PB): +4

Features

Fey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.

Bladesinging (2 uses. Recharge: Any Rest). [1] The bladesinger can use a bonus action to bladesing for 1 minute. While bladesinging:

Spellcasting. The bladesinger is an 18th-­level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The bladesinger can cast Disguise Self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): booming blade [2], green flame blade [3] [2], light, mage hand, prestidigitation, sword burst [2]
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, fireball
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 bladesinger can cast these spells on itself before combat. 

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.


Bladesinger Archmages are powerful elven spellcasters dedicated to the mastery of the Bladesinging arcane tradition.

An archmage typically has one or more apprentice mages (usually bladesingers themselves), and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.

Sources and Notes

  1. Sword Coast Adventurer's Guide Licensed:© Wizards of the Coast (used under 'Fair Use' clause)
  2. See: Sword Coast Adventurer's Guide p.142-143 Jump up to: 2.0 2.1 2.2
  3. Note: Spell has yet to be described on this wiki.

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