Mage
Mage
Medium humanoid (any race), any alignmentMedium humanoid (any race), any alignment
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared :
Cantrips (at will):.fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell,fireball,fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
[b]Spellcasting.[/b] The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared :
Cantrips (at will):.[spell]fire bolt[/spell], [spell]light[/spell], [spell]mage hand[/spell], [spell]prestidigitation [/spell]
1st level (4 slots): [spell]detect magic[/spell], [spell]mage armor[/spell], [spell]magic missile[/spell], [spell]shield[/spell]
2nd level (3 slots): [spell]misty step[/spell], [spell]suggestion[/spell]
3rd level (3 slots): [spell]counterspell[/spell],[spell]fireball[/spell],[spell]fly[/spell]
4th level (3 slots): [spell]greater invisibility[/spell], [spell]ice storm[/spell]
5th level (1 slot): [spell]cone of cold[/spell]
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
[b]Dagger.[/b] Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. , one target. Hit: 4 ([1d4 + 2]) piercing damage.
Legendary Actions
Details
Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.VARIANT: FAMILIARS
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
[b]VARIANT: FAMILIARS[/b]
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
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