Medium Humanoid, Lawful Neutral
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +5, WIS +3
Skills Animal Handling +5, Arcana +5, Nature +5
Senses Passive Perception 11
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): mending, mage hand, mold earth

1st Level (4 slots): create or destroy water, purify food and drink

2nd Level (3 slots): aganazzar's scorcher, locate animals or plants

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.

Description

The Agromancer's Guild is a collection of wizards who study the arts of magic to aid in the proliferation of agriculture. Operating out of the Green Tower in the town of Schwerin, the guild teaches it's members spells to aid the farmers of the duchy, ensuring good harvests and full bellies for all in the land.

Working on behalf of the Duke, the head of the guild is given the court title "Master of the Fields" by default. Every farming community in the duchy has an assigned Agromancer who is responsible to ensuring the harvests of the community are of a high standard.

This position as essentially the gatekeepers of the food supply for the duchy gives the guild significant influence at court and makes the local Agromancer's important community figures, often sitting on town councils and taking up leadership roles in villages and hamlets.

Monster Tags: NPC

CarlMorgan

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