Medium Humanoid (Any, Mage Guard, Any
Arcana +6, Athletics +7, Intimidation +5
passive Perception 11
The Mage guard is a 7th level spellcaster. It's spellcasting ability is Intelligence (It's spell save DC is 14, +6 to hit with spell attacks). The Mage Guard has the following wizard spells prepared:
Cantrips (At Will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st Level: (4 Slots): Burning Hands, Magic Missile, Shield
2nd Level (3 slots): Scorching Ray
3rd Level (3 slots): Counter spell, Fireball, Lighting Bolt, Shockwave
4th Level (1 slot): Fire Shield, Stoneskin*
Brave: The Mage Guard has advantage on saving throws against being frightened
Brute: A melee weapon deals one extra die of its damage when the Mage Guard hits with it (Included in the attack)
Multiattack: The Mage Guard makes two melee attacks and casts a cantrip
Longsword: Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft, one target. Hit: 12 2d8+3 slashing damage, or 14 2d10+3 slashing damage when used with two hands.
Parry: The Mage Guard adds 4 to its AC against one melee attack that would hit it. To do so, the Mage Guard must see the attacker and be wielding a melee weapon
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