Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (breastplate, shield)
Hit Points 25 (5d6 + 7)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws INT +5, WIS +4
Skills Arcana +5, History +5, Insight +4, Investigation +5, Perception +4
Senses Passive Perception 14
Languages Any two languages and Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

War Caster. The Battlemage Initiate gains the following abilities:

  • It can perform the somatic components of spells even when it has weapons or a shield in one or both hands.
  • It has advantage on Constitution saving throws that it makes to maintain its concentration on a spell when it takes damage.

Sword and Ward. The Battlemage Initiate is protected by an arcane ward that has 11 current and maximum hit points. Whenever the Battlemage Initiate takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the Battlemage Initiate takes any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever the Battlemage Initiate casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. If the ward is dispelled or otherwise destroyed, it cannot be created again until the Battlemage Initiate finishes a long rest.

Spellcasting. The Battlemage Initiate is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): blade ward, firebolt, message, thunderclap

1st level (4 slots): absorb elements, magic missile, shield

2nd level (3 slots): blur, magic weapon, see invisibility

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Reactions

War Caster. When a hostile creature's movement provokes an opportunity attack from it, the Battlemage Initiate can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Description

Standing at the highest ranks among guardsmen, Battlemages pair regimental martial prowess with the incredible power of the arcane to achieve far more than what their mundane contemporaries can aspire toward. Given the scarcity of such capable individuals however, Battlemages are deployed only rarely, and usually as special support for other units.

Battlemage Initiates aren't as capable as fully-fledged Battlemages but are still deployed to active duty as part of their training; often under the supervision of their teacher, though not exclusively.

Previous Versions

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Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

SergeantMild

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