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Epic Wizard

Family: NPC

Medium humanoid (high elf), lawful evil wizard (evocation, divination) 23

Armor Class 23 (mage armor, bracers of defense, ring of protection, staff of power)
Hit Points 162 (23d6+69)
Speed 30 ft., fly 60 ft.

11 (+0) 20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0)

Saving Throws Str +3, Dex +8, Con +6, Int +15, Wis +10, Cha +3; Proficiency +7
Skills Arcana +12, History +12, Investigation +12, Nature +12, Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Common, Draconic, Elvish, Undercommon


  • Arcana Identificus. The epic wizard can see the presence of non-illusion magic within 30 feet of them. The epic wizard automatically sees the aura around any visible creature or object in the area that bears magic, and learns its school of magic, if any. In addition, they can use an action to cast identify without expending a spell slot, and when they can see a creature use Spellcasting to cast a spell the epic wizard instinctively knows what spell is being cast before the casting is complete. This does not reveal what level spell slot is being used to cast the spell.
  • Arcane Recovery (1/Day). When the epic wizard finishes a short rest, they can choose to recover expended spell slots of a combined level that is equal to or less than 9th-level (although no single recovered spell may be higher than 6th-level).
  • Divining Foresight. Roll two d20 when the epic wizard completes a long rest. These are their foresight rolls. Once per turn the epic wizard may choose to replace an ability check, saving throw, or attack roll with the recorded number from one of their foresight rolls. The epic wizard must choose to use a foresight roll before seeing the initial roll and before any of the roll’s effects occur. They may only use an individual foresight roll once. At the end of a long rest, unused foresight rolls are lost and the epic wizard rolls two new d20s for their foresight rolls.
  • Empowered Evocation. The epic wizard adds +5 to one damage roll of any wizard evocation spells they cast.
  • Fey Ancestry. The epic wizard has advantage on saving throws against being charmed and magic can’t put them to sleep.
  • Masterful Memorization. The time the epic wizard must spend to copy a wizard spell into their spellbook is reduced to 1 minute per spell level. This has no effect on the gold cost in materials to copy the spell.
  • Overchannel. When the epic wizard casts a wizard spell of 1st- through 5th-level that deals damage, they can deal maximum damage with that spell. The first time they do so, the epic wizard suffers no adverse effect. If the epic wizard uses this feature again before they finish a long rest, they take 13 (2d12) necrotic damage for each level of the spell immediately after they cast it. Each time the epic wizard uses this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
  • Potent Cantrip. When a creature succeeds on a saving throw against one of the wizard’s cantrips, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
  • Prestige. Commoners and other NPCs recognize the epic wizard or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Academies and universities offer the epic wizard tenure, ask them to lecture, and otherwise stumble over each other to gain their favor. The epic wizard has access to everything but the forbidden or most secret artifacts and tomes kept by mage orders that are not hostile to the epic wizard, and the epic wizard has advantage on Charisma checks against their members.
  • Sculpt Spells. When the epic wizard casts an evocation spell that affects other creatures that they can see, the epic wizard can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  • Seer Cycle. Whenever the epic wizard uses a spell slot to cast a 2nd-level or higher divination spell, they regain a spell slot (maximum 5th-level) of a lower level than the cast divination spell.
  • Signature Spells (Short Rest). Rankir can cast blink and fly once each at 3rd-level without expending a spell slot. If the epic wizard wants to cast either spell at a higher level, they must expend a spell slot as normal.
  • Spellcasting. The epic wizard is a 23rd-level spellcaster that uses Intelligence as their spellcasting ability (spell save DC 20; +14 to hit with spell attacks). The epic wizard has the following spells prepared:
  • Spell Mastery. The epic wizard can cast detect magic and shield without expending a spell slot.


  • Staff of Power (20 Charges). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) magical bludgeoning damage. On a hit, the epic wizard can expend 1 charge to deal an extra 1d6 force damage to the target. The epic wizard can use an action to expend 1 or more of its charges to cast one of the following spells from it (spell save DC 20, +14 to hit with spell attacks): cone of cold (5 charges), fireball (5thlevel version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). The staff regains 2d8+4 expended charges daily at dawn. If the epic wizard expends the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges.
  • Retributive Strike. The epic wizard uses an action to break the staff of power, releasing its remaining magic in an explosion that fills a 30-foot-radius sphere centered on it. There’s a 50 percent chance the epic wizard instantly travels to a random plane (avoiding the explosion) otherwise they take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of force damage based on how far away it is from the point of origin (8 × charges if within 10 feet, 6 × charges if within 10–20 feet, 4 × charges if within 20–30 feet). On a successful save, a creature takes half as much damage.


The epic wizard has reached heights of arcane mastery that most mages only dream of—and now they intend to utterly dissect magic itself, gaining an understanding perhaps greater even than that possessed by gods. With the power already at their disposal there is little if anything able to stand in the wizard’s way, and the greatest impediment to their goal is determining which path they ought to pursue. No matter their choice however, they must venture beyond their study if they desire to further their incredible expertise.

New Arcana. Distant dimensions and dangerous planes offer the epic wizard new magics to capture, study, and ultimately control. Much of their time is spent tracking down such possibilities, endlessly reading through esoteric tomes and rifling through ancient libraries.

New Relics. Artifacts are fine repositories of magic that the epic wizard seeks out, as well as information on the defenses intended to protect them. The acquisition of artifacts are when the epic wizard relies upon allies the most.

New Studies. With the fabric of reality laid bare to them it is no wonder that the epic wizard engages in all kinds of experimentation, oftentimes upon subjects that would rather not and against the laws of the land. However there is nothing—absolutely nothing—that will stop the epic wizard from furthering their arcane knowledge.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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