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Archdruid Into Arch Diviner?
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<blockquote data-quote="Unwise" data-source="post: 7897921" data-attributes="member: 98008"><p>Personally for special adversaries I don't tend to stick to RAW much. I would just use the Archdruid stats, swap wis for int and swap the spells over.</p><p></p><p>My bad guys have a lot of abilities that fit their themes, but don't match any known mechanics. I would also give the Diviner spell slots, but not define what spells he has. He prepared the exact ones that he needed today, he saw all of this coming. Since we are talking about an arch diviner here, I would also give him some ability to do stuff off-screen or in the past.</p><p></p><p>I'd give him a type of legendary actions that screw with players based on things he foresaw e.g. Legendary action "he took a cold resistance potion earlier". A particularly annoying ability could be to save vs charisma or he scryed you and got somebody to steal your potions, poison you, kidnap a relative, lay an explosive rune where you are standing now etc.</p><p></p><p>Arch diviners in my campaign are pretty close to the Critical Role time magicians, so they can somewhat mess with the past and future, not just see it.</p></blockquote><p></p>
[QUOTE="Unwise, post: 7897921, member: 98008"] Personally for special adversaries I don't tend to stick to RAW much. I would just use the Archdruid stats, swap wis for int and swap the spells over. My bad guys have a lot of abilities that fit their themes, but don't match any known mechanics. I would also give the Diviner spell slots, but not define what spells he has. He prepared the exact ones that he needed today, he saw all of this coming. Since we are talking about an arch diviner here, I would also give him some ability to do stuff off-screen or in the past. I'd give him a type of legendary actions that screw with players based on things he foresaw e.g. Legendary action "he took a cold resistance potion earlier". A particularly annoying ability could be to save vs charisma or he scryed you and got somebody to steal your potions, poison you, kidnap a relative, lay an explosive rune where you are standing now etc. Arch diviners in my campaign are pretty close to the Critical Role time magicians, so they can somewhat mess with the past and future, not just see it. [/QUOTE]
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