Spellcasting. The mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, shocking grasp, mage hand, prestidigitation
1st level (4 slots): find familiar, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion, shatter
3rd level (3 slots): counterspell, fireball, wall of sand
4th level (3 slots): greater invisibility, private sanctum
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.
As an action, choose one creature that you can see (and can see or hear you) within 5 ft. that must succeed on a WIS saving throw (DC 14) or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. You can use your action to maintain this effect on subsequent turns.
When a creature the Mage can see within 30 ft. of attacks them, they can use their reaction to divert the attack if another creature is within the attack’s range. The attacker must make a WIS saving throw (DC 14). On failure, the attacker must target the creature that is closest to it, not including the Mage or itself. On success, the Mage can’t use this feature on the attacker again until they finish a long rest.
Description
Mages spend their lives in the study and practice of magic. A City Guard Mage helps in the defense of the city, primarily focusing on detecting and neutralizing enemy spellcasters. They also specialize in interrogation of high level suspects, spies and (potential) enemies.
City Guard Mages wear a simplified Guards robe without armor, with the city emblem or crest, and they serve as advisors to government officials, trade guilds and local nobility.
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