5e:Bladesinger Archmage NPC
Bladesinger Archmage (NPC) | ||||||||||||
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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) | ||||||||||||
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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 | ||||||||||||
FeaturesFey Ancestry. Advantage on saving throws against being charmed, and magic can't put you to sleep.
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: ActionsDagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+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
- Sword Coast Adventurer's Guide Licensed:© Wizards of the Coast (used under 'Fair Use' clause) ↑
- See: Sword Coast Adventurer's Guide p.142-143 ↑ Jump up to: 2.0 2.1 2.2
- Note: Spell has yet to be described on this wiki. ↑
- Based on the Bladsinger subclass from the Sword Coast Adventurer's Guide and the Archmage NPC from the SRD.
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