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Archmage

Archmage

Archmage Game Tokens

Enhance your gameplay with our free Archmage game tokens at Mistcharter Maps! Download now to bring the enigmatic world of magic to your tabletop adventures with detailed, vivid artwork. Unleash the power of the Archmage and let your imagination soar to new heights.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    12

  • Type

    Humanoid (any race)

  • Size

    Medium

  • Habitat

    Town And Village
    Explore our town / village maps for more inspiration.

  • AC

    12

  • HP

    99 (18d8 + 36)

  • "

    Archmage Introduction

    In the dimly lit corners of the world, where the veil between the mundane and the arcane is thinnest, resides the enigmatic figure known as the Archmage. Cloaked in robes that shimmer with the hues of twilight, this master of the mystic arts commands both awe and trepidation. Their presence is heralded by the faint crackle of arcane energy, a subtle reminder of the power they wield.


    The Archmage's appearance is as striking as it is mysterious. Their eyes, deep pools of swirling colors, seem to hold the secrets of the universe. A long, flowing beard, often streaked with silver or gold, cascades down their chest, and their hands, adorned with rings of power, move with a grace that belies their age. Each gesture, each incantation, is a dance with the unseen forces that shape reality.


    Typically, the Archmage makes their home in ancient towers or secluded sanctuaries, places steeped in history and magic. These dwellings are often perched atop craggy cliffs or hidden within dense, enchanted forests, where the air is thick with the scent of old parchment and the faint hum of magical wards. Within these walls, the Archmage delves into tomes of forgotten lore, seeking knowledge that transcends the boundaries of time and space.


    Legends speak of the Archmage's unparalleled mastery over the elements, able to summon storms with a whisper or calm the fiercest tempests with a mere thought. It is said that they have walked the planes, conversed with celestial beings, and glimpsed the very fabric of the cosmos. Yet, despite their immense power, the Archmage remains an enigma, their true motives known only to themselves.


    As you stand before the Archmage, a palpable tension fills the air. The weight of their gaze is both a challenge and an invitation, a test of your resolve and a promise of untold wonders. In their presence, the world seems to hold its breath, waiting for the next chapter of your story to unfold.


    "

  • Archmage Skills & Traits

    Skills

    • Arcana +9
    • History +9

    Senses

    • Passive Perception 12

    Languages

    • Common
    • plus any four languages

    Abilities

    • 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 has the following wizard spells prepared:
      • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
      • 1st level (4 slots): detect magic, mage armor, magic missile, shield
      • 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
      • 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
    • Arcane Ward: The archmage can create a magical ward on itself that has 45 hit points. Whenever the archmage takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the archmage takes any remaining damage. The ward regains all its hit points when the archmage finishes a long rest.

    Actions

    • Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

  • "

    Battle Tips for the Archmage

    The Archmage is a formidable opponent, wielding powerful spells and possessing a deep understanding of arcane magic. As a Dungeon Master, utilizing an Archmage in battle can create a challenging and memorable encounter for your players. Here are some tips on how to effectively use an Archmage in combat:


    Using the Archmage in Battle

    • Strategic Positioning: Place the Archmage in a location that maximizes their spell range while minimizing the risk of being easily reached by melee attackers. High ground or behind protective barriers can be ideal.
    • Spell Variety: Make use of the Archmage's diverse spell list. Combine offensive spells like Fireball or Lightning Bolt with defensive spells such as Shield or Mage Armor to adapt to the flow of battle.
    • Control the Battlefield: Use spells like Wall of Force or Cloudkill to control the battlefield, forcing players to adapt their strategies and positioning.

    Coordinating Multiple Archmages

    • Spell Synergy: Coordinate spells between multiple Archmages to create devastating combinations. For example, one Archmage can cast Web to restrain enemies, while another follows up with Fireball for maximum damage.
    • Divide and Conquer: Use multiple Archmages to split the party, forcing them to deal with threats on multiple fronts. This can be achieved by casting area denial spells in different locations.
    • Communication and Retreat: If the battle turns against them, Archmages can use spells like Dimension Door or Misty Step to quickly regroup or retreat, preserving their lives for future encounters.

    Fleeing and Tactical Retreat

    • Illusions and Distractions: Use illusion spells such as Mirror Image or Major Image to create distractions, allowing the Archmage to escape unnoticed.
    • Teleportation: Spells like Teleport or Plane Shift can be used for a quick escape, especially if the Archmage is overwhelmed or outnumbered.
    • Summoning Allies: Summon creatures or allies to cover the Archmage's retreat, providing a buffer between them and pursuing adventurers.

    By leveraging these strategies, a Dungeon Master can create a dynamic and challenging encounter with an Archmage, testing the players' tactical skills and adaptability.


    "

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