Mages

Mage
- Size: Medium or Small
- Type: Humanoid (Wizard)
- Alignment: Neutral
- AC: 15
- Initiative: +2 (12)
- HP: 81 (18d8)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 9 | -1 | -1 |
| DEX | 14 | +2 | +2 |
| CON | 11 | +0 | +0 |
| INT | 17 | +3 | +6 |
| WIS | 12 | +1 | +4 |
| CHA | 11 | +0 | +0 |
- Skills: Arcana +6, History +6
- Gear: Component Pouch
- Senses: Passive Perception 11
- Languages: Common plus any two languages
- CR: 6 (XP 2,300; PB +3)
Actions
Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8+3) Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Archmage
- Size: Medium or Small
- Type: Humanoid (Wizard)
- Alignment: Neutral
- AC: 17
- Initiative: +7 (17)
- HP: 170 (31d8+31)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| INT | 20 | +5 | +11 |
| WIS | 15 | +2 | +8 |
| CHA | 16 | +3 | +3 |
- Skills: Arcana +17, History +11
- Gear: Component Pouch
- Senses: Passive Perception 12
- Languages: Common plus any five languages
- CR: 12 (XP 8,400; PB +4)
Actions
Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10+5) Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
Bonus Actions
Misty Step (3/Day). The archmage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Lore & Background
Mages are learned spellcasters who have dedicated their lives to the study and mastery of arcane magic. These individuals come from all walks of life but share a common passion for understanding the fundamental forces that shape reality. Mages may serve as court wizards, independent researchers, teachers at magical academies, or advisors to powerful organizations.
Unlike sorcerers who possess innate magical abilities, mages must study and memorize their spells through careful research and practice. This scholarly approach to magic makes them versatile spellcasters capable of adapting to many different situations through preparation and knowledge.
Combat Tactics
Mages rely on their extensive spell repertoire to control the battlefield and eliminate threats. They prefer to stay at range, using defensive spells for protection while casting offensive magic at their enemies. Experienced mages often have contingency plans and escape routes prepared for dangerous situations.
Encounter Ideas
Court Wizard: A mage serves as advisor to a noble or ruler, becoming involved in political intrigue. Research Expedition: A mage leads an expedition to study dangerous magical phenomena. Magical Academy: Heroes encounter mages at a school of magic, either as students, teachers, or visitors. Rogue Scholar: A mage pursues forbidden knowledge that threatens the safety of others.
Environmental Effects
Mage presence often creates areas of magical instability where spells behave unpredictably. Their laboratories and studies are filled with magical apparatus, spell components, and arcane writings.
Treasure
Mages possess spellbooks, magical components, enchanted items, and scholarly works. Their collections often include rare texts, magical research notes, and experimental magical devices.
Plot Hooks
The Lost Apprentice: A mage's apprentice has disappeared while conducting dangerous research. Magical Disaster: A mage's experiment has gone wrong and threatens the surrounding area. Arcane Competition: Mages compete in a contest of magical skill with significant stakes. Knowledge Broker: A mage trades information and magical services for favors and resources.