Brave. Has the advantage against being frightened
Magical findings. when encountering an adventurer roll 1d4 if it hits a 4 their weapon is a magic weapon then roll 1d4 again if it hits 1 it will be a common magic weapon, if it hits 2 it will be an uncommon magic weapon, if it hits 3 or 4 it will become a rare or very rare weapon respectively then dm can choose which weapon of the rolled rarity it wields.
Spellcasting. The Adventurer mage is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +2 to hit with spell attacks). The Adventurer mage has following Wizard spells prepared:
Cantrips (at will): Blade ward, Light, mage hand, Prestidigitation, True strike
1st level (7 slots): Charm person, Earth tremor, Frost fingers, Magic missile, Mage armor, (any two spells the dm chooses)
2nd level (5 slots): Enlarge/reduce, Darkvision, Levitate, (any one spell the dm choses)
3rd level (5 slots): Counter spell, Fire ball, Lightning bolt, magic circle, Tounges, (any one spell the dm chooses)
Multi-attack. Make 2 dagger attacks and a hand crossbow attack, or 3 of either a dagger attack or a hand crossbow attack
Potion reserves. the dm choses which 0-2 types of potions the adventurer has and they always will have 2 healing potions when the action is used they will use the potion of their choice.
Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Hand crossbow. Ranged Weapon Attack: +1 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Block (recharge 2/4). when attacked the adventurer will try to block the attack and the attacker and the adventurer must make strength saves if the attacker gets the lower roll their attack is succesfully blocked if the adventurer gets the lower roll they take half damage. if the attackers roll is double the adventurers roll or more the adventurer is also knocked prone.
Description
A spellcasting humanoid just looking for some action, loot and/or good times. normally found with an accomplice
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