Medium Humanoid (Elf), Neutral Good
Armor Class 11 13(studded leather)
Hit Points 21 (5d8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
16 (+3)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws INT +6
Skills Arcana +6, History +6, Investigation +6, Persuasion +3
Senses Darkvision, Passive Perception 11
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can’t put the elf to sleep.

proficiency: light armor

 

Actions

Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 3) force damage.

Spellcasting. The apprentice casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

spell slots: level 1 (4), level 2 (2)

Cantrip: mage hand, ray of frost, infestation

spells known: burning hands, charm person, flaming sphere, magic missile  

Description

Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic.


Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.

Previous Versions

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Habitat: Urban

thegabewins

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