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
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