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Master Arcane Mage


Proficiency Score: +17

Medium; [dependent]; humanoid


Armor Class: 36 (+6 Armor, +3 Dex, +17 Proficiency Score)

Hit Points: 204 (17d10+34)

Speed: 20 feet (30 feet without Armor)

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
10 (+0)16 (+3)14 (+2)24 (+7)10 (+0)10 (+0)

Saves: 

  • Fortitude +19
  • Reflex +20
  • Will +17

Skills: 

  • Acrobatics +18
  • Athletics -1
  • Arcana +24
  • Stealth +1
  • Thievery +1

Senses: Passive Perception 10

Languages: [9 Languages]


Arcane School. A Master Arcane Mage has a focus school of Divination with an opposing school of Necromancy. The Master Arcane Mage has Forewarned and Granted Clarity, boosted three times.

Metamagic. Once per round, to a maximum of 17 times per 24 hours, a Master Arcane Mage can use one of the following:

  • Empower: Increase all spell variables by 50%, such as the number of damage dice.
  • Extend Spell: Double the spell’s duration.
  • Maximize: Maximize all spell variables.
  • Quicken Spell: Reduce the number of actions to cast a spell by one to a minimum casting time of a free action.
  • Silent Spell: Cast a spell without the verbal components.
  • Still Spell: Cast a spell without the somatic components.
  • Twin Spell: Cast the same spell twice for the action cost of a single casting. All variables are determined once and applied to both spells and a spell whose effects do not stack are not affected by Twin Spell. A single Dispel Magic as a reaction does counteract both castings of a spell cast with Twin Spell.
  • Widen Spell: Double the spell’s area.

Quick Reflexes (4). Gain 3 extra reactions.

Spells. This Master Arcane Mage is a Spontaneous Arcane caster.

Spell AttackSpell DCCantrips
+2434Acid Splash
Produce Flame
Ray of Frost
Tanglefoot
1st Level2nd Level3rd Level4th Level5th Level
Slots2:
πŸ”²πŸ”²
4:
πŸ”²πŸ”²πŸ”²πŸ”²
7:
πŸ”²πŸ”²πŸ”²πŸ”²
πŸ”²πŸ”²πŸ”²
6:
πŸ”²πŸ”²πŸ”²πŸ”²
πŸ”²πŸ”²
6:
πŸ”²πŸ”²πŸ”²πŸ”²
πŸ”²πŸ”²
SpellsBurning Hands
Magic Missile
InvisibilityFireball
Haste
Slow
Paralyze
Dimension Door
Fly
Black Tentacles
6th Level7th Level8th Level9th Level10th Level
Slots6:
πŸ”²πŸ”²πŸ”²πŸ”²
πŸ”²πŸ”²
2:
πŸ”²πŸ”²
2:
πŸ”²πŸ”²
SpellsDominate
Feeblemind
True Seeing
Prismatic Spray
Spell Turning
Polar Ray

Actions

Dagger (1 hand). Melee/Ranged Attack +20/+16/+12 (agile, finesse, thrown 20 feet, versatile slashing) with 1d4 piercing damage.

Granted Clarity (Arcane School of Divination). As a Single Action, a Master Arcane Mage can touch a creature to grant advantage to the target for three different d20 rolls for the next round. A Master Arcane Mage can use this 20 times per 24 hours.

Hand Crossbow (1 hand). Ranged Attack +20/+15/+10 (range 60 feet, reload 1 action) with 3d6 piercing damage.

Ioun Stone (Pale Lavender). As a reaction, a Master Arcane Mage can absorb a spell that targets them which is cast with a Level 4 or lower Spell Slot. The stone can absorb up to 20 Spell Slots total. Absorbed Spell Slots can be used to power the Master Arcane Mage’s spells instead of their own. This lowers the number of total Spell Slots that can be reused this way but not the total Spell Slots the ioun stone can absorb.

Pearl of Power. As a Single Action, a Master Arcane Mage can use their Pearl of Power once per 24 hours and restore any four Spell Slots they have used.

Quick Recall. As a Reaction, a Master Arcane Mage can make a related Skill Check to identify an ability being used. If it is one that the Master Arcane Mage does not have, the Skill Check must be completed as a Single Action instead.


Equipment