Mod | Save | ||
---|---|---|---|
STR | 9 | -1 | -1 |
DEX | 14 | +2 | +2 |
CON | 11 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 17 | +3 | +6 |
WIS | 12 | +1 | +4 |
CHA | 11 | +0 | +0 |
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Description
Mages are accomplished spellcasters whose lives have been shaped by magic. They can use their powers to defend or dominate other creatures, or they could focus on magical research and unlocking mystical secrets.
Mages
Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.
Roll on or choose a result from the Mage Roles table to inspire different sorts of mages.
1d10 | The Mage Is … |
---|---|
1 | An astronomer who draws magic from stars. |
2 | An author who writes about the occult. |
3 | A magical engineer who creates wonders. |
4 | An oracle who interprets omens. |
5 | A prodigy with a remarkable magical heritage. |
6 | A psion whose powers manifest as spells. |
7 | A scholar investigating ancient lore. |
8 | A soothsayer who advises rulers. |
9 | A war mage who aids soldiers in battle. |
10 | A witch who shares secret wisdom. |
New mage is so buff???
NPC Spellcasters have no Spellslots. Only daily uses. This is interesting for Counterspell, as it can counter the spell, but retains the spell slot of the countered spell. Since NPCs don't have spellslots, they loose their use. So Counterspell is stronger against NPCs than against players. And as we can see here, the mage can use counterspell only once. Paladins should rejoice that mages won't counterspell all their smites now.
As a DM I have had a lot of success using pre-written modules with default NPC stat blocks to run complex, session long encounters that feel earned and give all my players an opportunity to shine. When level or party size adjustments were needed, I found the DMG guidance for CR budget surprisingly accurate. When running "boss enemy" casters I found they make more interesting adversaries if they get to use at least half their spell slots and that it is the concentration spells that really make the encounter feel dynamic and special. I ran at least 4 encounters with NPCs using the old Mage template and in every case encounter terrain and minion changes were enough to add a lot of individually to the encounters.
In the prior iteration of Mage it was defensive spells like Greater Invisibility and Misty Step that really defined the encounter and allowed the damaging spells to start putting pressure on the party (especially given AOE spells need all the help they can get positioning wise). With my group Fly on its own wouldn't allow this iteration to survive the round. I get the daily spell approach limits options making it simpler to run for newer DMs but would have appreciated an optional entry for standard caster blocks with intelligent spell choices.
TLDR - I feel like this version of the Mage gives me fewer tools to run interesting and reactive encounters without investing time into customization.
I wholeheartedly agree.
Analysis paralysis was an issue, and some spells can certainly be cut, but at least give TWO concentration options in combat (not counting suggestion and detect magic which are pretty much a waste of a mage's turn).
Given that Force seems to be the typeless damage that nothing is going to resist (unless Brooch of Shielding works the exact same way), maybe don't have that be the default damage that every spellcasting NPC can deal at will? Alternatively, give two at will spell attacks, one of which is elemental (and thus, might be resisted) and the other is force but also weaker.
Also, don't have the at will attack be melee or ranged. Have it be one or the other. Or, going by my above suggestion, have a separate attack for melee and range so they feel different. Arcane casters generally want to stay away from the front lines. That's battlefield tactics 101.
On the whole, though, I do like this. When I run Curse of Strahd, I'll have Kasimir and Victor use a similar statblock, though I'll modify their spells. For casters who can switch their spells daily, I'll have the NPC versions able to swap out some of their limited spells if it seems reasonable they could do so.
I like this a lot. It was overdue to have spellcaster NPCs that don't just die in one round to appropriately leveled parties. Having AC 20 for two rounds combined with the 81 HP makes the mage much more durable than it ever was.
Why not count suggestion? Suggestion could completely take a player out of the fight.
People freaked out too much about Counterspell affecting monsters, without taking a moment to realize exactly what you just said. Reactionary responses should often be ignored; critically analyze first, then speak up.
Yeah, these guys are gonna be fun to use.