Apprentice Mage

Medium Humanoid. CR 1/2, AC 10, 11 HP. Traits: Spellcasting.

Armor class
10
Hit points
11
Challenge
0.5
Creature type
Humanoid
Size
Medium

Stat block

Cha
10
Con
12
Dex
10
Int
14
Str
10
Wis
10
Speed
Walk: 30
Senses
passive Perception 10
Skills
Arcana: 4; History: 4
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.
Languages
any one
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.
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

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.