Water Mage (5e Creature)

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Water Mage

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 45 (10d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 7 (2,900 XP)


Empowered Evocation. The water mage adds its Intelligence modifier (4) to the damage roll of any wizard evocation spell it casts.

Spellcasting. The water mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The water mage has the following wizard spells prepared:

Cantrips (at will): light, mage hand, prestidigitation, water bolt
1st level (4 slots): detect magic, mage armor, shield, water whip
2nd level (3 slots): water cube, misty step
3rd level (3 slots): crushing wave, water breathing, wall of water
4th level (3 slots): control water, watery sphere
5th level (2 slots): conjure elemental, water volley

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 - 1) bludgeoning damage, or 4 (1d8 - 1) bludgeoning damage when wielded with two hands.


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Water mages are wizards who practice creating and controlling the elemental force of water. They can serve on the battlefield as war mages, but are more valued for their talent at manipulating existing water and controlling the battlefield than for their skills as direct-attacking blasters alone—although they are still formidable evokers, capable of knocking down enemies with bolts of water and crushing army units with a summoned tidal wave. The stereotypical water mage is patient and stoically calm, as is befitting of their chosen element.


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