Medium or Small Humanoid (Wizard), Neutral
AC 15    Initiative +2 (12)
HP 75 (18d8)
Speed 30 ft.
Mod Save
STR 9 −1 −1
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 13 +1 +4
WIS 10 +0 +3
CHA 19 +4 +4
Skills Arcana +6, Deception +11, History +6, Perception +4, Persuasion +6
Gear Wand
Senses Passive Perception 14
Languages Common and any three languages
CR 6 (XP 2,300; PB +3)
Actions

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

Ancient Companion: You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle. Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature’s game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places. When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance. The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended. The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object.

Lessons of the Past: Through your studies, you learn how to better listen and take to heart the teachings of history. When you bond with your ancient companion, you gain the following additional benefits depending on the type of spirit you chose:

Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you regain hit points from a spell, you regain an additional 1d8 hit points.

Sage. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher, you can deal an additional 1d8 force damage to that creature.

Warrior. If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes an additional 1d8 radiant damage. When you bond with a new ancient companion of a different type, you immediately lose the benefits of your previous companion and gain the benefits from the new companion’s type. 

Bonus Actions

Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Habitat: Any

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