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Apprentice Mage A5E

CR 1/2 humanoid

Medium humanoid, chaotic evil


Armor Class
10
Hit Points
11 (2d8+2)
Speed
30 ft.

STR10 (+0)
DEX10 (+0)
CON12 (+1)
INT14 (+2)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Arcana +4, History +4
Senses
passive Perception 10
Languages
any one
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details