Apprentice Mage
Medium Humanoid
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie, page 478
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
- Skills: arcana +4, history +4
- Senses: passive Perception 10
- Languages: any one
Special Abilities
- Spellcasting: The apprentice mage is a 2nd level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12
+4 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
prestidigitation
1st-level (3 slots): detect magic
magic missile
shield
Actions
- Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
- Magic Missile (1st-Level; V, S): Three glowing arrows fly from the mage simultaneously unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage.
Reactions
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
- Whether a student attending a wizard college or serving a crotchety master: Apprentice mage statistics can also be used to represent an older hedge wizard of limited accomplishments.
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