Mind Mage

Guildmasters' Guide to Ravnica p. 233

Size
Medium
Type
humanoid (any race)
Alignment
neutral evil
AC
12 (15 with mage armor)
Hit Points
49 (11d8)
Speed
walk 30 ft.
Saving Throws
Int +8, Wis +5
Skills
Arcana +8, Deception +6, Insight +5, Persuasion +6
Passive Perception
12
Languages
Common plus any four languages
Challenge
5
Lineage
Mage
STR
10
+0
DEX
14
+2
CON
10
+0
INT
20
+5
WIS
15
+2
CHA
16
+3

Traits

Special Equipment

The mage wears a Spies' Murmur (see chapter 5).

Innate Spellcasting (Psionics)

The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

  • At will: encode thoughts (see chapter 2), friends
  • 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
  • 1/day each: dominate person, mass suggestion, modify memory

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spells

encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory

Other data

description

Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.