Bladesinger Archmage (5e NPC)
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|Medium humanoid (high elf), 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)|
|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 Immunity: Sleep|
|Senses: Darkvision 60 ft., passive Perception|
|Languages: Common, Elvish|
|Challenge: 12 (8,400 xp)|
| Fey 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:
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
- See: Sword Coast Adventurer's Guide p.142-143
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|Alignment||Chaotic Good +|
|Challenge Rating||12 +|
|Experience Points||8,400 +|
|Features||Fey Ancestry +, Bladesinging +, Spellcasting +, Dagger + and Shortsword +|
|Hit Dice||18d8 +|
|Hit Points||81 +|
|Identifier||5e NPC +|
|SortText||Bladesinger Archmage +|
|Subtype||High Elf +|
|Title||Bladesinger Archmage +|