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Archmage - DnD 5e stats


  • AC: 12 (15 With Mage Armor)
  • Alignment: Any Alignment
  • CHA: 16
  • CON: 12
  • Challenge Rating: 12
  • DEX: 14
  • HP: 99 (18d8+18)
  • INT: 20
  • Languages: Any Six Languages
  • Passive Perception: 12
  • Resistances: Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)
  • Roll 0: Dagger 1d20 + 6 1d4+2
  • STR: 10
  • Saving Throws: Int +9, Wis +6
  • Size: Medium
  • Skills: Arcana +13, History +13
  • Speed: 30 ft.
  • Spell Book: Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp, Detect Magic, Identify, Mage Armor, Magic Missile, Detect Thoughts, Mirror Image, Misty Step, Counterspell, Fly, Lightning Bolt, Banishment, Fire Shield, Stoneskin, Cone Of Cold, Scrying, Wall Of Force, Globe Of Invulnerability, Teleport, Mind Blank, Time Stop
  • Type: humanoid (any race)
  • WIS: 15

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.

The SendingStone review

The Archmage is an impressive opponent in D&D, boasting a challenge rating of 12 and high scores in Intelligence and Charisma. Their Mage Armor spell boosts their already decent AC, while their 99 hit points make them a formidable foe. Their knowledge of any six languages adds to their versatility and cunning in battle. Overall, the Archmage is a worthy adversary in any adventure, posing a significant threat to even the most skilled players.

Archmage is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Archmage Pathfinder edition. Want to use Archmage in a VTT (virtual tabletop)? Try out SendingStone for free today!

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