Mage-Arbiter

The Griffon's Saddlebag: Book Two p. 410 (Third Party)

Size
Medium
Type
humanoid (any)
Alignment
lawful evil
AC
20 (plate armor)
Hit Points
187 (22d8+8)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +8, Cha +10
Skills
Arcana +7, Intimidation +10, Perception +8, Persuasion +10
Resistances
damage from spells
Passive Perception
18
Languages
Common plus three other languages
Challenge
14
Lineage
Mage-Arbiter
STR
20
+5
DEX
14
+2
CON
19
+4
INT
15
+2
WIS
17
+3
CHA
20
+5

Traits

Proficiency Bonus

+5

Justicar's Smite

When the mage-arbiter hits with any attack, the target takes an extra 4 (1d8) radiant damage (included in the attack). If the target has any remaining spell slots, it takes an extra 9 (2d8) radiant damage.

Legendary Spell Resistance (2/Day)

If the mage-arbiter fails a saving throw against a spell, it can choose to succeed instead.

recharge

2/DAY

Magic Resistance

The mage-arbiter has advantage on saving throws against spells and other magical effects.

Spellcasting

The mage-arbiter is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18). It has the following paladin spells prepared:

  • 1st level (4 slots): command, detect magic, protection from evil and good, shield of faith
  • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
  • 3rd level (3 slots): dispel magic, fear, remove curse
  • 4th level (3 slots): banishment, death ward, locate creature
  • 5th level (2 slots): dominate person, geas

Actions

Multiattack

The mage-arbiter makes three attacks.

Javelin

Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage plus 4 (1d8) radiant damage, or 9 (2d8) radiant damage if the target has any remaining spell slots.

Longsword

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 4 (1d8) radiant damage, or 9 (2d8) radiant damage if the target has any remaining spell slots.

Reactions

Spellbreak

When a creature the mage-arbiter can see within 120 feet of it casts a spell, the mage-arbiter disrupts the spell if it is of 3rd level or lower, causing it to fail and have no effect. If the target is casting a spell of 4th level of higher, the mage-arbiter must first succeed on a Charisma check (DC 10 + the spell's level) in order to disrupt the spell. If the spell is successfully disrupted, the target takes 1d4 force damage per level of the spell that was being cast.

Spells

Command, Detect Magic, Protection from Evil and Good, Shield of Faith, Hold Person, Spiritual Weapon, Zone of Truth, Dispel Magic, Fear, Remove Curse, Banishment, Death Ward, Locate Creature, Dominate Person, Geas

Spell Slots

0,4,3,3,3,2

Other data

description

Only the most skilled, dedicated, and power-hungry Justicars advance to the rank of mage-arbiter. Known far and wide as a mage's worst nightmare made real, a mage-arbiter can swiftly and easily negate the efforts of most arcane practitioners. When their full wrath and might are brought to bear, even archmages retreat.