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Shadow Elf Warmage


AC 12 (15 with mage armor )

HP 45 (7d8+14; bloodied 22

Speed 30 ft.

Proficiency +3; Maneuver DC 13

Saving Throws Dex +5, Wis +3

Skills Acrobatics +5, Arcana +5 (+1d4), Deception +6 (+1d4), Insight +3, Perception +3, Stealth +5

Senses darkvision 120 ft.; passive Perception 13

Languages Common, Dwarvish, Elvish, Undercommon

Fey Ancestry. The warmage has advantage on saving throws against being  charmed, and magic can’t put the warmage to sleep.

Gear. The warmage carries a potion of fly, potion of greater healing (4d4+4 hit points), 189 gold pieces, and a pair of manacles.

Innate spells. The warmage’s innate spellcasting ability is Charisma (spell save DC 14). They can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness , faerie fire

Spellcasting.The warmage is an 8th‐level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The warmage knows the following spells:

Cantrips (at will): acid splash , mage hand , prestidigitation , ray of frost

1st-level (4 slots): burning hands , find familiar , mage armor , magic missile , shield

2nd-level (3 slots): blindness/deafness , invisibility , scorching ray

3rd-level (2 slots): fireball , lightning bolt

4th-level (2 slots): blight

Sunlight Sensitivity. While in sunlight, the warmage has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

War Magic. The warmage has advantage when they are concentrating on a spell and have to make a Constitution saving throw from taking damage, they can wield weapons or a shield in both hands and still make seen components for spellcasting, and the warmage can use their reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from them.


+1 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

+1 Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.

Magic Missile (1st-Level; V, S). Three glowing arrows fly from the warmage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4+1) force damage.

Invisibility (2nd-Level; V, S, Concentration ). The warmage is invisible for 1 hour. The spell ends if the warmage attacks or casts a spell.

Fireball (3rd-Level; V, S, M). Fire streaks from the warmage to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.

Blight (4th-Level; V, Concentration ). The warmage targets a living creature or plant within 30 feet forcing it to make a DC 14 Constitution saving throw , taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.


Swarm Controller. The warmage can use a bonus action on their turn to control any swarms of insects or Tiny beasts they can see within 100 feet


Shield (1st-Level; V, S). When the warmage is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.