Index: Bandit Mage

Humanoid


 

Bandit Mage

Although this magic user stands behind their fellows, you can clearly see they're calling the shots, or at least directing their allies to get out of their way. The magical bandit conjures a bolt of fire while staring you in the eye, daring you to act.

  An evil mage, which hungers for power and dweels in isolated places. Usually. This one's a bandit, and they use magic instead of just attacking with weapons, making them double-evil.
 

Statistics

-General-

* = Proficiency
-1
+2
+1
+4
+1
+0
Fortitude Save
Reflex Save
Will Save*
+0
+2
+5

-Combat-

  • Armor Class: 16
  • Max HP (+AHP): 23 (+5)
  • Average HP | Formula: 20 (+5) | 1d8+1d6+1+10 (+5)
  • Blockstun Breakpoints: 0 AHP, Bloodied
-
  • Speed: 25 ft
  • Initiative: +2
  • Creature Senses: None
-
  • Damage Vulnerabilities:None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
-
  • Condition Immunities: None
-
  • Doom Abilities: None

-Skills-

    • Proficiency Bonus: +1
      • Knowledge: Esoterica(INT+Prof): +5
      • Knowledge: History(INT+Prof): +5
      • (For all untrained, roll relevant Attribute Scores instead.)
  • Languages: Common, Draconica, Dwarvish, Elvish

-Other Stats-

  • Base Threat Level: 1
  • EXP: 100
  • Creature Size: Medium
  • Creature Type(s): Humanoid
  • Source(s): Core
-
  • Armor Type: Enemy Mage's Armor (13+Dex+Proficicency) + (AHP= 5 x TL)
-

Features

Arcane Spellcaster, 4th level : ~2.0
The mage is a 4th-level Arcane spellcaster that uses Intelligence as its spellcasting ability (spell save DC 15; +5 to hit with spell attacks). This will be reflected in it's actions.
  By default, this spellcaster will know Blazing Bolt, Barrier, and Burning Hands. They may also have a spell list, granting them additional spells.

  Versatile Origins : ~0.0
This creature, as a humanoid, can come from any background or people. As such, they gain features present on the Humanoid page equal to the creature's TL.
  The most common kind of Bandit Mage is a Human.

 

Actions

Attacks | ◈ per, up to 1 a turn
The Bandit Mage will attack either with their quarterstaff or with any of their spells. Attacking with 0th level spells costs 2 actions, meaning they will try to use their larger spells more reliable.
Quarterstaff | ◈ | Melee Weapon Attack | +3 to hit | Hit: 5 ( 1d6+2 ) Slashing damage
Blazing Bolt | ◈◈ | Ranged Spell Attack (120 ft) | +5 to hit / Hit: 5 ( 1d10 ) Fire damage.

  Spell: Burning Hands : ~1.0 | ◈◈ | Targets Reflex| 4d6 Fire, 3/day
Show spoiler
The Mage casts Burning Hands. They can do this 3 times per Long Rest.
  As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Reflex saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
  The fire ignites any flammable objects in the area that aren't being worn or carried.
.

  Spell: Barrier : ~1.0 | Reaction ⮌ | +5 to AC for turn, 2/day
Show spoiler
The Mage casts Barrier before it would take a a hit, raising it's AC by 5 (to base 21). They can do this 2 times per Long Rest.
  An invisible barrier of magical force appears and protects you. Until the end the turn this ability is used on, you gain +5 to AC. This includes the triggering attack, potentially causing it to miss. Additionally, you take no damage from abilities like Faultless Fusillade.

 

-Tactics-

The Bandit Mage is a magic user that has taken a more lucrative route with their magical gifts and knowledge. While not very durable, they can provide support or supressing fire to their allies. As a result, they never fight alone, and will often try to gain distance from enemies to make good use of their spells.
  They'll fight to the death, and only parley when talking about gold or trading magical secrets for their experiments.
 

What Others may know...

DC = 15 + TL, using an appropriate skill check.

Heard of (-5 to DC)

WIP

Learned of (Meets DC)

WIP

Fully Know of (DC + 10 and up)

WIP

Adventure Specific...

-Lost Mines of Phandelver-
DC = 15 + TL, using an appropriate skill check.

Heard of (-5 to DC)

WIP

Learned of (Meets DC)

WIP

Fully Know of (DC + 10 and up)

WIP

 

 

-Scaling and Alterations-


  Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.
 

Loot

  • Appraise DC: 11
    • Normal Loot
      • Success
        • 1d4-1 sp (min 0)
      • Critical Success
        • 1 : Spell Book filled with random spells of ranks 0 to 2.
    • Crafting
      • Success
        • None
      • Critical Success
        • None

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