Volo’s Guide to Monsters generously introduces statistics for a variety of mages, each tied to a different arcane tradition. However, the one type of mage that’s missing, it seems, are the war mages from Xanathar’s Guide to Everything.
Since I need a few war mages today, I thought I might stat them up. Not only for my use, of course, but for yours as well. Enjoy!
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
Abilities Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 17 (+3), Wis 11 (+0), Cha 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 10
Languages any four languages
Challenge 6 (2,300 XP)
Power Surge (Recharges after a Short or Long Rest). Once per turn, when the war mage deals damage to a creature or object with a wizard spell, it can add 4 force damage. Whenever the war mage successfully ends a spell with dispel magic or counterspell, it gains one extra use of this trait to a maximum of 3 extra uses. If the war mage finishes a long rest before using the extra uses, the extra uses are removed.
Spellcasting. The war mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The war mage has the following wizard spells prepared:
- Cantrips (at will): chill touch, fire bolt, mage hand, true strike
- 1st level (4 slots): mage armor, magic missile, shield
- 2nd level (3 slots): misty step, ray of enfeeblement
- 3rd level (3 slots): counterspell, dispel magic, fireball
- 4th level (3 slots): Evard’s black tentacles, polymorph
- 5th level (2 slots): cone of cold, telekinesis
Tactical Wit. The war mage adds its Initiative modifier to its initiative rolls.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Arcane Deflection. When the war mage is hit by an attack or fails a saving throw, it can use its reaction to gain a +2 bonus to its AC against that attack or a +4 bonus to that saving throw. Once the war mage uses this feature, it can’t cast spells other than cantrips until the end of its next turn.
Thanks for reading!
Kinda nervous using these against my Saturday group, to be honest. They haven’t really had a ton of experience running up against magic users and the party wizard is out for the day (OU vs Texas game, ya know).
Who knows what will happen? <nervous laugh>
See you next time!