Medium Or Small Humanoid (Wizard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +3, INT +4
Skills History +6, Insight +3, Investigation +6
Senses Passive Perception 11
Languages Common plus any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage plus 9 (2d8 + 2) force damage.

Return To History (Recharge 6). Destructive energy erupts around a creature the apprentice can see within 90 feet of it as the apprentice attempts to send the creature tearing through time. The creature must make a DC 14 Constitution saving throw, taking 33 (6d10) force damage on a failed save, or half as much damage on a successful one.

Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):

At will: sapping sting

1/day each: magnify gravity, fortune's favor, mage armor

Reactions

Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll.

Description

Mages who deal primarily in gravity magic and manipulation of time, these young upstarts shouldn't be underestimated. While the vast majority of these mages tend to go down destructive and often evil paths due to the nature of the magic they study there are indeed those among them who utilize their abilities to better understand how the very essence of our world operates.

Very few master dunamancers exist. This is a good thing, we know all too well the destructive potential of their magic. Still, it is a shame that this wonderous magic tends to fall into the wrong hands.

-Mithraax Mercybringer

Mcderpzz

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