Battle Mage

Creature Codex (3pp) p. 397

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
66 (12d8+12)
Speed
walk 30 ft.
Saving Throws
Con +3, Int +6
Skills
Arcana +6, History +6
Passive Perception
12
Languages
Common
Challenge
4
STR
11
+0
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
14
+2
CHA
12
+1

Traits

Overchannel

As a bonus action, a battle mage can overchannel its spells until the start of its next turn. A creature has disadvantage on its saving throws against an overchanneled spell. Attack rolls against the battle mage have advantage until the start of its next turn.

Tactical Casting

When a battle mage casts a spell that causes damage or that forces a creature to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to automatically succeed on the required saving throw.

Spellcasting

The battle mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The battle mage has the following Wizard spells prepared:

  • Cantrips (at will): fire bolt, mage hand, poison spray, shocking grasp
  • 1st level (4 slots): burning hands, mage armor, magic missile, thunderwave
  • 2nd level (3 slots): flaming sphere, misty step, shatter
  • 3rd level (3 slots): counterspell, fireball, lightning bolt
  • 4th level (1 slots): ice storm

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Self-Defense Casting

When the battle mage is hit by a weapon attack, it can cast a cantrip against the attacker.

Spells

fire bolt, mage hand, poison spray, shocking grasp, burning hands, mage armor, magic missile, thunderwave, flaming sphere, misty step, shatter, counterspell, fireball, lightning bolt, ice storm

Spell Slots

0, 4, 3, 3, 1

Other data

description