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HoboKnight
2022-07-12, 04:21 PM
Heyya guys,

so I'm trying to set up a few task- and realm-specific casters, all pretty much originating from Mage monster as is presented in MM. I will not give them additional gear, but I'd like for their Spells known to reflect the task or the realm they are from(sources: pretty much all splatbooks plus some not-so-official stuff from Matt Mercer).

First guy is generic caster, mostly oriented toward combat. This is the guy who expects to take damage, so he'll have to do Concentration saves, as well be victim to counter spells. The goal here was mostly non-concentration spells:

Mage Battlemaster
Medium humanoid (any race), Any Alignment
Armor Class 12 (15 With Mage Armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR9(-1) DEX 14(+2) CON 11(+0) INT17(+3) WIS 12(+1) CHA 11(+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Sylvan, Draconic
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

• Cantrips (at will): fire bolt, light, mage hand, prestidigitation
• 1st level (4 slots): mage armor, shield, detect magic, thunderwave
• 2nd level (3 slots): misty step, rimes binding ice
• 3rd level (3 slots): counterspell, lightning bolt, flame stride (Concentration, up to 1 minute)
• 4th level (3 slots): greater invisibility, widogasts web of fire
• 5th level (1 slot): steel wind strike
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.

Second guy is a Diviner. He scryes things, but also likes to live, so his specialty + some damage/get out of trouble stuff:

Mage Diviner
Medium humanoid (any race), Any Alignment
Armor Class 12 (15 With Mage Armor) Hit Points 40 (9d8) Speed 30 ft
STR9(-1) DEX 14(+2) CON 11(+0) INT17(+3) WIS 12(+1) CHA 11(+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Sylvan, Draconic
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
• Cantrips (at will): fire bolt, light, mage hand, prestidigitation
• 1st level (4 slots): mage armor, Identify, detect magic, Comprehend Languages
• 2nd level (3 slots): misty step, Mind Spike
• 3rd level (3 slots): counterspell, lightning bolt, Clairvoyance
• 4th level (3 slots): Arcane Eye, widogasts web of fire
• 5th level (1 slot): Scrying
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.

Last guy is sorta generic caster again, but originates from Feywild - meaning A LOT of elves and "I cant be put to sleep by magical means" things. Here I have very little clue on how to do it. There's also a lot of Magic Resistance in creatures of the Feywild, so... I dunno? Ideas please?

• Cantrips (at will): 3
• 1st level (4 slots): 4
• 2nd level (3 slots): 2
• 3rd level (3 slots): 3
• 4th level (3 slots): 2
• 5th level (1 slot): 1

Thanks for any feedback!

MrStabby
2022-07-13, 11:03 AM
So my take on a feywild caster would probably have the following spells:

1) Faerie Fire, Sleep, Speak with Animals
2) Misty Step, Phantasmal Force, Mirror Image
3) Hypnotic Pattern, Conjure Animals, Summon Fey
4) Confusion, Halucinatory Terrain
5) Dream, Awaken

It's a bit heavy on the concentration elements, at least to do anything in combat, but is equally suited to doing things out of combat. They probably need some class/monster abilities other than spells as well and these can be used to overcome those limitations.