Arcane Deflection. When hit by an attack or failing a saving throw. The War Mage can add +2 to its armor class, or gain a +4 to its saving throw as a reaction. If the War Mage does this, it can cast only cantrips until the end of its next turn.
Durable Magic. While maintaining concentration on a spell, the War Mage gets a +2 to its armor class and saving throws.
Spellcasting. The Aeillan War Mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The War Mage has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Frostbite, Toll the Dead, Blade Ward
1st level (4 slots): Thunderwave, Burning Hands, Mage Armor, Shield
2nd level (3 slots): Scorching Ray, Mirror Image, Warding Wind
3rd level (3 slots): Fireball, Counterspell, Dispel Magic
4th level (3 slots): Banishment, Wall of Fire
5th level (2 slots): Cloudkill
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Description
In the Aeillan schools of magic, there are some cadres of aspirant wizards who wish to take to the field of battle. These wizards take to the path of war magic, becoming powerful casters in support of Aeillan Armies. They are however, a rare and jealously guarded asset in the Aeillan Banner Armies that have them in their employ. Though they wear no armor, they come equipped with the finest weaponry that can be provided for them in the event that spells fail.
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