Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more
Apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Magic Resistance: The archmage has advantage on
Saving Throws against
Spells and other magical
Effects.
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.
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.