Court Mage (5e Creature)

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Court Mage[edit]

Medium humanoid (any race), any alignment


Armor Class 11 (14 with mage armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 19 (+4) 14 (+2) 13 (+1)

Saving Throws Int +8, Wis +6
Skills Arcana +12, History +8, Insight +6, Investigation +8, Persuasion +5
Proficiency Bonus +4
Senses passive Perception 12
Languages any four languages
Challenge 9 (5,000 XP)


Arcane Recovery (1/Day). The mage regains up to 6 levels of spell slots of 5th level or lower when it completes a short rest.

Ritual Casting. The mage can cast the following spells as rituals, provided they have access to their spellbook: alarm, contact other plane, detect magic, feign death, find familiar, identify, illusory script, magic mouth, skywrite, transcription, unseen servant.

Special Equipment. The mage has the following special equipment: an enduring spellbook, a wand of enemy detection, a ring of mind shielding, a component pouch, and a tiny ivory statuette of themselves worth 1500 gp used for the contingency spell.

Spellcasting. The mage is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): friends, message, poison spray, prestidigitation
1st level (4 slots): mage armor*, magic missile
2nd level (3 slots): detect thoughts, hold person, locate object
3rd level (3 slots): clairvoyance, counterspell, dispel magic, sending
4th level (3 slots): banishment, dimension door, private sanctum
5th level (2 slots): wall of force, teleportation circle
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot): teleport

*The mage casts these spells on itself before combat.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Court mages are mages in service to royal courts. They often work closely with the ruling class to provide counsel on matters of magic, as well as perform certain magical services such as sending messages instantaneously to distant lands or, uncommonly, even teleportation across those same distances. The many expectations of court mages require them to have a wide grasp of both the arcane arts and social etiquette, as well as the willingness to lay their own lives on the line to protect the lord of the court should a threat present itself.
The job does have its upsides, however. A court mage is paid well, and the extra influence they have allows them to fall into possession of rare items and spells to assist in their duties.

Private Quarters. A court mage often has an office or some other working space at their place of employment. If they have inhabited this space for at least a year, they have likely protected it with a permanent private sanctum spell as well as several glyphs of warding, the alarm spell or magic mouth. Within these private quarters, the court mage might have access to some or all of the following additional equipment: an alchemy jug, a bag of holding, a carpet of flying, a crystal ball, a set of dimensional shackles, a driftglobe, a hat of wizardry, a jar of restorative ointment, a mirror of life trapping, a pearl of power, a potion of maximum power, a ring of spell storing, a robe of useful items, a shield guardian and it's corresponding amulet, a staff of defense, and/or a spare spellbook.

Spellbook. Like any proper wizard, a court mage has a spellbook. It contains the following spells:

1st level: alarm, charm person, detect magic, find familiar, identify, illusory script, mage armor, magic missile, protection from evil and good, transcription, unseen servant
2nd level: borrowed knowledge, contact other plane, detect thoughts, hold person, invisibility, knock, locate object, magic mouth, skywrite, sleep
3rd level: clairvoyance, counterspell, dispel magic, feign death, glyph of warding, hypnotic pattern, life transference, lightning bolt, magic circle, sending, slow
4th level: arcane eye, banishment, dimension door, locate creature, resilient sphere, polymorph, private sanctum
5th level: contact other plane, legend lore, mislead, scrying, seeming, teleportation circle, wall of force
6th level: chain lightning, contingency, globe of invulnerability, guards and wards
7th level: teleport, plane shift, power word pain, sequester

As long as the court mage has access to its spellbook, it can prepare different spells from its spellbook over the course of a long rest, up to 17 spells total.

Variant: Familiars: Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.

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