Hoso
2019-01-04, 04:11 PM
Sorcerer King, The Warlord!
https://i-h2.pinimg.com/564x/5c/d5/54/5cd5544a030c426e784a69bc65efd364.jpg
Guild: Dimir
Background
Feature: False Identity
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the guildless masses of the city. Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.
Character Traits:
I don't talk about the thing that torments me. I'd rather not burden others with my curse.
Character Ideals:
I'm a monster that destroys others monsters, and anything else that gets in my way (Evil)
I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
Character Bounds:
There's evil in me, I can feel it. It must never be set free.
https://i-h2.pinimg.com/564x/08/9a/2b/089a2bdc1d9f174c1a96192c93d72e9a.jpg
The Sorgue (Sorcerer/Rogue)
Divine Soul Sorcerer 17 / Arcane Trickester 3
Medium humanoid (V.human), LAWFUL EVIL
Armor Class 17 (19 with haste, 2 Shield, 26 with shield spell)
Hit Points 280 (229 HP +26 Inspire Leadership + Aid +25)
Speed 30ft, fly 60ft (140 fts with haste, Longstrider))
If It uses his action (120), cunning action (120), haste (120) and move action(120) It moves 480ft per turn.
Initiative +4
V. Human
STR
20 (Warlord's physical stats)
DEX
16 (Warlord's physical stats)
CON
18 (Warlord's physical stats)
INT
19 (Item)
WIS
18 (16+1 observant +1 resilient)
CHA
22 (18 + 4 Darkgift)
Proficiency +6
Passive Perception: 36
+1 save (Leather Golem Armor)
Saving Throws STR +12(Warlord), DEX +10 (Rogue), CON +11 (Warlord) , INT +11 (Rogue), WIS +11 (Resilient), CHA +7
Warlord's Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll
Antimagic Shield (From volo's guide, pg 144, Fail Snail's shield) allow him to reflect spells against him.
Advantage against spells.
Spellcasting: DC 20 (8 + 6 Proficiency +6 Charisma)
Spell attack +12 (+6 Proficiency +6 Charisma)
Expertise (Arcana, Perception)
Skill Prociency: Knowledge Arcana +16, Perception +15, Stealth +10, Sleigh of Hand +10
The Sorcerer Prince is an 17th-level Sorcerer. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks).
Cantrips (at will):. Minor Image, Minor Image, Toll of Dead, Firebolt, Booming Blade, Mold Earth (He knows all cantrips and 1st level or higher spells from sorcerer, cleric and Wizard list, Mizzium Aparatus Item)
1st level (4 slots):
2nd level (3 slots): Pass withut Trace, Suggestion
3rd level (3 slots): Haste, Counterspell, Dispel, Nondetection(Dimir), Tidal Wave, Planar Binding
4th level (3 slots): Dimension Door, Greater Invisibility, Freedom of Movement
5th level (1 slot): Seeming, Holy Weapon, Modify Memory
6th level (2 slots): Planar Ally
7th level (2 slots): Regenerate
8th level (1 slot):
9th level (1 slot): Wish, Time Stop
ACTIONS
Oversized Longbow with adamantine ammunition:
This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier.
Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.
The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it.
Purple Worm Poison (Injury): This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Attack roll:
+13 Ranged attack at 600' x 7 (2 multiattack +1 haste +3 Legendary Attack +1 reaction's attack)
Damage: 2d6+5 (Longbow, piercing) +2 (Magic Weapon, piecing) + 2d8 (Twin Holy weapon casted by Simulacrum, radiant) + 2d12 (Tenser's Transformation, piercing) + 12d6 (poison) = average 78 damage x7 = 546 damage.
He can swift to Antimagic Shield and Javelin when the enemy is close enough to cast spells against him, reflecting spells against them
Itens:
Attunement
Mizzium Aparatus (Uncommon magic item)x2 (Simulacrum)
Headband Intelect (Unncommon Magic item)x2 (Simulacrum)
Non attunement
Longbow +2 (rare)
Leather Golem Armor Immutable Form. (You are immune to any spell or effect that would alter your form)
Antimagic shell (Volo's guide pg 144). (I really love it)
Purple Worm Posion (12d6 damage)
Mizzium Aparatus:
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Feature and Spells know:
Background Feature
Font Of Magic (17)
Metamagic
MM: Subtle Spell
MM: Distant
MM: Quicken Spell
MM: Twin Spell
Divine Magic
Favor Of The Gods
Empowered Healing
Expertise:
Arcana and Perception
ASIs: Sharptroper, Resilient (Wis), Moderately Armored, Inspire Leadership, Observant
Sorcerer 15 +1 Divine Soul Spells Know
Master of Magic
https://i.pinimg.com/originals/25/0d/15/250d15e6bbf3ee64db3f54a7a5c3ecb3.gif
Casting every spell of his list (Sorcerer, Cleric and Wizard list):
The Divine Soul has the best spell list of the game and It has acess to Wizard list(Arcane Trickster) and Mizzium Aparatus allows him to cast every spells from his list.
The Overlord has high Arcana Knowledge check, +16 with advantage and Guidance Spell apply +1d4 if It needs.
It automatically knows all spells from level 3 or lower (DC 16).
Also, Subtle Metamagic (To avoid counterspell and It avoids detect his spellcasting), Distant Metamagic to dominate those spells.
Mizzium Aparatus
Uncommon Magic Item
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Key Spells
Contact Other Plane allows the Sorcerer King know the name of those creatures that It will summon.
Planar Ally spell allows the Sorcerer King to summon powerful allies that It can control them.
Subtle Planar Binding upcast 9th (1000 gold) allows the Sorcerer King to bind them for 1 year and 1 day.
Subtle Metamagic allows the Sorcerer King cast spells against those creature without they notice. It avoids the creature being hostile against the Sorcerer King.
Controled Creatures don't become hostile. It's the key here, It's subtle metamagic.
Each planar binding costs 1.000gp for each one year and a day (upcasted to 9th level)
To avoid Planar Binding material cost, Subtle Wish (Duplicating Planar Binding upcasted to 8th level). It allows the Sorcerer King to control a creature for 180 days.
Each day, He has level 7 and 8 spell slot avaiable. So, It casts Planar Ally to control more creatures with Subtle MODIFY MEMORY spell (Creating a memory that It accepted a payment for the tas And a task measured in days (up to 10 days) requires 10,000 gp per day)
But, It has limitations, The creature must be charmed by Modify Memory spell. (Coualt or Genies don't have charm immunity)
-Genies: (Wishes? Yes. Hostile? Never):
Wishes, True Polymorph and another stuffs
-Evil Devas: (The strongest synergy, Change Shape is insane here)
It assumes the Diviner NPC form, using "portent" to manipule the world
Githzerai Enlightened's shape to become really strong. The Synergy Angelic Weapon, Haste, Multiattack and Psychic Defense is insane.
It has a lot of versatile.
The Sorcerer King is nearly immortal when Evil Devas are around him. Manipulating rolls is just broken.
-Elder tempests: (Are you trying hide yourself?)
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
-Empyrean (It rides a Elder Tempest, just deadly)
-Couatl: (Another Change Shape is insane here, True Seeming is another key here)
It assumes the Warlock of the Archfey' shapes to cast innately Conjure Fey
It assume another powerful shapes, Innate casting Fireball is always fun.
-Annis Hag (Conjured by Coualt)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Variant: Death Coven. For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): false life, inflict wounds
2nd level (3 slots): gentle repose, ray of enfeeblement
3rd level (3 slots): animate dead, revivify, speak with dead
4th level (3 slots): blight, death ward
5th level (2 slots): contagion, raise dead
6th level (1 slot): circle of death
Variant: Nature Coven. For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): entangle, speak with animals
2nd level (3 slots): flaming sphere, moonbeam, spike growth
3rd level (3 slots): call lightning, plant growth
4th level (3 slots): dominate beast, grasping vine
5th level (2 slots): insect plague, tree stride
6th level (1 slot): wall of thorns
Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): bane, bless
2nd level (3 slots): augury, detect thoughts
3rd level (3 slots): clairvoyance, dispel magic, nondetection
4th level (3 slots): arcane eye, locate creature
5th level (2 slots): geas, legend lore
6th level (1 slot): true seeing
All Sorcerer King's summons are riding the Giant Eagles (See below)
-Contact Other Plane allows the Sorcerer King to know the name of a Humanoid.
-Gate to force the Sorcerer King to draws the humanoid
-Find Greater Steed shares personal spells
-Magic Jar is a personal spell. It allows the Sorcerer King and his Pegasus to steal humanoid bodies.
-The Sorcerer King and his Pegasus each steal a Warlord's Body.
-The Sorcerer King casts Twin Simulacrum to duplicate himself and a Drow Matron Mother (CR20).
-The Sorcerer King casts True Polymorph to transform the Drow into Bael (CR 19).
The Bael casts innately Animate Dead at will
The Sorcerer King and his Simulacrum cast Distant Metamagic + Wish: Duplicating Animal Shapes
It doubles the range of Animal Shapes! It results into 8x more creatures
Doubling the radius of a sphere. It volume is 8x bigger
Inspire Leadership increase their HP
The Sorcerer King and his Simulacrum casts Distant Animal Shapes to create an Army of Giant Eagles.
The Bael casts Animate Dead Spell at will. The Skeletons ride the Giant Eagles, attacking the enemy at long range. Yes ! It's flying long range horde.
It also allows the Sorcerer King's summons to ride their Giant Eagles.
The Giant Eagles are intelligents and It can create their own tatics. (Destroying enemy equipaments)
The Bael forces their undeads to strike the enemy and their structures.
The Sorcerer King casts Seeming Spell on their Army. It allows the Sorcerer King disguise among them. Also, every humanoid shapes uses a Dark Robe and Masks.
It's impossible to know who is The Sorcerer King.
The Regenerate Spell seems weak... But, look again. If you reduce the Sorcerer King to 0 hp, now It's 1 HP (Death Ward).
If you finally reduce again to 0 HP, It regain 1 hp on his turn. It allows him to back again to fight.
Also, The Warlord's body regain 10 HP each round if It has at least 1 hp.
It's pretty hard to defeat.
• The Genie's Wish: Immunity to Dispel and Resistences
You grant up to ten creatures that you can see Resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain Attack.
The Warlord
https://i.pinimg.com/originals/c4/7b/ff/c47bffb0b9e150f9c03526eb393a608a.gif
High AC
Stupidly hard damage (600' Oversized Longbow, around 540 damage per turn)
Legendary Actions (Weapon attack, Command Ally, Frighten foe)
Resistence against all damage
Advantage against spells and magical effects
High movement speed.
Cunning Action
Reflect Spells
Indomable (3/day)
High Saves
Regeneration
Immunity to charm
Immunity to frightein
Immutable Form
Cast Spells as Bonus Actions (Quicken Spell)
4 Warlords (The Sorcerer King, Simulacrum of Himself and Warlord Simulacrum, Pegasus) legendary actions:
Command Ally are too strong here.
Each Warlord helps a powerful summon with Command Ally.
Empyrean:
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.
Solar:
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 Hit Points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The Sorcerer King doesn't use Infinite Loops, Coffeelocking. It follows Recomended Magical Items (DMG) and really limited golds pieces (Max 20.000).
https://i-h2.pinimg.com/564x/5c/d5/54/5cd5544a030c426e784a69bc65efd364.jpg
Guild: Dimir
Background
Feature: False Identity
You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the guildless masses of the city. Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.
Character Traits:
I don't talk about the thing that torments me. I'd rather not burden others with my curse.
Character Ideals:
I'm a monster that destroys others monsters, and anything else that gets in my way (Evil)
I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
Character Bounds:
There's evil in me, I can feel it. It must never be set free.
https://i-h2.pinimg.com/564x/08/9a/2b/089a2bdc1d9f174c1a96192c93d72e9a.jpg
The Sorgue (Sorcerer/Rogue)
Divine Soul Sorcerer 17 / Arcane Trickester 3
Medium humanoid (V.human), LAWFUL EVIL
Armor Class 17 (19 with haste, 2 Shield, 26 with shield spell)
Hit Points 280 (229 HP +26 Inspire Leadership + Aid +25)
Speed 30ft, fly 60ft (140 fts with haste, Longstrider))
If It uses his action (120), cunning action (120), haste (120) and move action(120) It moves 480ft per turn.
Initiative +4
V. Human
STR
20 (Warlord's physical stats)
DEX
16 (Warlord's physical stats)
CON
18 (Warlord's physical stats)
INT
19 (Item)
WIS
18 (16+1 observant +1 resilient)
CHA
22 (18 + 4 Darkgift)
Proficiency +6
Passive Perception: 36
+1 save (Leather Golem Armor)
Saving Throws STR +12(Warlord), DEX +10 (Rogue), CON +11 (Warlord) , INT +11 (Rogue), WIS +11 (Resilient), CHA +7
Warlord's Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll
Antimagic Shield (From volo's guide, pg 144, Fail Snail's shield) allow him to reflect spells against him.
Advantage against spells.
Spellcasting: DC 20 (8 + 6 Proficiency +6 Charisma)
Spell attack +12 (+6 Proficiency +6 Charisma)
Expertise (Arcana, Perception)
Skill Prociency: Knowledge Arcana +16, Perception +15, Stealth +10, Sleigh of Hand +10
The Sorcerer Prince is an 17th-level Sorcerer. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks).
Cantrips (at will):. Minor Image, Minor Image, Toll of Dead, Firebolt, Booming Blade, Mold Earth (He knows all cantrips and 1st level or higher spells from sorcerer, cleric and Wizard list, Mizzium Aparatus Item)
1st level (4 slots):
2nd level (3 slots): Pass withut Trace, Suggestion
3rd level (3 slots): Haste, Counterspell, Dispel, Nondetection(Dimir), Tidal Wave, Planar Binding
4th level (3 slots): Dimension Door, Greater Invisibility, Freedom of Movement
5th level (1 slot): Seeming, Holy Weapon, Modify Memory
6th level (2 slots): Planar Ally
7th level (2 slots): Regenerate
8th level (1 slot):
9th level (1 slot): Wish, Time Stop
ACTIONS
Oversized Longbow with adamantine ammunition:
This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier.
Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.
The adamantine version of ten pieces of ammunition costs 500 gp more than the normal version, whether the ammunition is made of the metal or coated with it.
Purple Worm Poison (Injury): This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Attack roll:
+13 Ranged attack at 600' x 7 (2 multiattack +1 haste +3 Legendary Attack +1 reaction's attack)
Damage: 2d6+5 (Longbow, piercing) +2 (Magic Weapon, piecing) + 2d8 (Twin Holy weapon casted by Simulacrum, radiant) + 2d12 (Tenser's Transformation, piercing) + 12d6 (poison) = average 78 damage x7 = 546 damage.
He can swift to Antimagic Shield and Javelin when the enemy is close enough to cast spells against him, reflecting spells against them
Itens:
Attunement
Mizzium Aparatus (Uncommon magic item)x2 (Simulacrum)
Headband Intelect (Unncommon Magic item)x2 (Simulacrum)
Non attunement
Longbow +2 (rare)
Leather Golem Armor Immutable Form. (You are immune to any spell or effect that would alter your form)
Antimagic shell (Volo's guide pg 144). (I really love it)
Purple Worm Posion (12d6 damage)
Mizzium Aparatus:
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Feature and Spells know:
Background Feature
Font Of Magic (17)
Metamagic
MM: Subtle Spell
MM: Distant
MM: Quicken Spell
MM: Twin Spell
Divine Magic
Favor Of The Gods
Empowered Healing
Expertise:
Arcana and Perception
ASIs: Sharptroper, Resilient (Wis), Moderately Armored, Inspire Leadership, Observant
Sorcerer 15 +1 Divine Soul Spells Know
Master of Magic
https://i.pinimg.com/originals/25/0d/15/250d15e6bbf3ee64db3f54a7a5c3ecb3.gif
Casting every spell of his list (Sorcerer, Cleric and Wizard list):
The Divine Soul has the best spell list of the game and It has acess to Wizard list(Arcane Trickster) and Mizzium Aparatus allows him to cast every spells from his list.
The Overlord has high Arcana Knowledge check, +16 with advantage and Guidance Spell apply +1d4 if It needs.
It automatically knows all spells from level 3 or lower (DC 16).
Also, Subtle Metamagic (To avoid counterspell and It avoids detect his spellcasting), Distant Metamagic to dominate those spells.
Mizzium Aparatus
Uncommon Magic Item
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
Key Spells
Contact Other Plane allows the Sorcerer King know the name of those creatures that It will summon.
Planar Ally spell allows the Sorcerer King to summon powerful allies that It can control them.
Subtle Planar Binding upcast 9th (1000 gold) allows the Sorcerer King to bind them for 1 year and 1 day.
Subtle Metamagic allows the Sorcerer King cast spells against those creature without they notice. It avoids the creature being hostile against the Sorcerer King.
Controled Creatures don't become hostile. It's the key here, It's subtle metamagic.
Each planar binding costs 1.000gp for each one year and a day (upcasted to 9th level)
To avoid Planar Binding material cost, Subtle Wish (Duplicating Planar Binding upcasted to 8th level). It allows the Sorcerer King to control a creature for 180 days.
Each day, He has level 7 and 8 spell slot avaiable. So, It casts Planar Ally to control more creatures with Subtle MODIFY MEMORY spell (Creating a memory that It accepted a payment for the tas And a task measured in days (up to 10 days) requires 10,000 gp per day)
But, It has limitations, The creature must be charmed by Modify Memory spell. (Coualt or Genies don't have charm immunity)
-Genies: (Wishes? Yes. Hostile? Never):
Wishes, True Polymorph and another stuffs
-Evil Devas: (The strongest synergy, Change Shape is insane here)
It assumes the Diviner NPC form, using "portent" to manipule the world
Githzerai Enlightened's shape to become really strong. The Synergy Angelic Weapon, Haste, Multiattack and Psychic Defense is insane.
It has a lot of versatile.
The Sorcerer King is nearly immortal when Evil Devas are around him. Manipulating rolls is just broken.
-Elder tempests: (Are you trying hide yourself?)
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
-Empyrean (It rides a Elder Tempest, just deadly)
-Couatl: (Another Change Shape is insane here, True Seeming is another key here)
It assumes the Warlock of the Archfey' shapes to cast innately Conjure Fey
It assume another powerful shapes, Innate casting Fireball is always fun.
-Annis Hag (Conjured by Coualt)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Variant: Death Coven. For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): false life, inflict wounds
2nd level (3 slots): gentle repose, ray of enfeeblement
3rd level (3 slots): animate dead, revivify, speak with dead
4th level (3 slots): blight, death ward
5th level (2 slots): contagion, raise dead
6th level (1 slot): circle of death
Variant: Nature Coven. For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): entangle, speak with animals
2nd level (3 slots): flaming sphere, moonbeam, spike growth
3rd level (3 slots): call lightning, plant growth
4th level (3 slots): dominate beast, grasping vine
5th level (2 slots): insect plague, tree stride
6th level (1 slot): wall of thorns
Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
1st level (4 slots): bane, bless
2nd level (3 slots): augury, detect thoughts
3rd level (3 slots): clairvoyance, dispel magic, nondetection
4th level (3 slots): arcane eye, locate creature
5th level (2 slots): geas, legend lore
6th level (1 slot): true seeing
All Sorcerer King's summons are riding the Giant Eagles (See below)
-Contact Other Plane allows the Sorcerer King to know the name of a Humanoid.
-Gate to force the Sorcerer King to draws the humanoid
-Find Greater Steed shares personal spells
-Magic Jar is a personal spell. It allows the Sorcerer King and his Pegasus to steal humanoid bodies.
-The Sorcerer King and his Pegasus each steal a Warlord's Body.
-The Sorcerer King casts Twin Simulacrum to duplicate himself and a Drow Matron Mother (CR20).
-The Sorcerer King casts True Polymorph to transform the Drow into Bael (CR 19).
The Bael casts innately Animate Dead at will
The Sorcerer King and his Simulacrum cast Distant Metamagic + Wish: Duplicating Animal Shapes
It doubles the range of Animal Shapes! It results into 8x more creatures
Doubling the radius of a sphere. It volume is 8x bigger
Inspire Leadership increase their HP
The Sorcerer King and his Simulacrum casts Distant Animal Shapes to create an Army of Giant Eagles.
The Bael casts Animate Dead Spell at will. The Skeletons ride the Giant Eagles, attacking the enemy at long range. Yes ! It's flying long range horde.
It also allows the Sorcerer King's summons to ride their Giant Eagles.
The Giant Eagles are intelligents and It can create their own tatics. (Destroying enemy equipaments)
The Bael forces their undeads to strike the enemy and their structures.
The Sorcerer King casts Seeming Spell on their Army. It allows the Sorcerer King disguise among them. Also, every humanoid shapes uses a Dark Robe and Masks.
It's impossible to know who is The Sorcerer King.
The Regenerate Spell seems weak... But, look again. If you reduce the Sorcerer King to 0 hp, now It's 1 HP (Death Ward).
If you finally reduce again to 0 HP, It regain 1 hp on his turn. It allows him to back again to fight.
Also, The Warlord's body regain 10 HP each round if It has at least 1 hp.
It's pretty hard to defeat.
• The Genie's Wish: Immunity to Dispel and Resistences
You grant up to ten creatures that you can see Resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain Attack.
The Warlord
https://i.pinimg.com/originals/c4/7b/ff/c47bffb0b9e150f9c03526eb393a608a.gif
High AC
Stupidly hard damage (600' Oversized Longbow, around 540 damage per turn)
Legendary Actions (Weapon attack, Command Ally, Frighten foe)
Resistence against all damage
Advantage against spells and magical effects
High movement speed.
Cunning Action
Reflect Spells
Indomable (3/day)
High Saves
Regeneration
Immunity to charm
Immunity to frightein
Immutable Form
Cast Spells as Bonus Actions (Quicken Spell)
4 Warlords (The Sorcerer King, Simulacrum of Himself and Warlord Simulacrum, Pegasus) legendary actions:
Command Ally are too strong here.
Each Warlord helps a powerful summon with Command Ally.
Empyrean:
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.
Solar:
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 Hit Points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The Sorcerer King doesn't use Infinite Loops, Coffeelocking. It follows Recomended Magical Items (DMG) and really limited golds pieces (Max 20.000).