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Mage Spy


Proficiency Score: +17

Small; Repute/Community; fey, humanoid


Armor Class: 35 (+3 Dex, +2 Deflection, +3 Item, +17 Proficiency)

Hit Points: 153 (17d8+17)

Speed: 20 feet, Climb 30 feet (up to 10 minutes per 24 hours)

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)22 (+6)14 (+2)10 (+0)

Saves: 

  • Fortitude +18
  • Reflex +20
  • Will +19

+4d4 on all Saving Throws

Skills: 

  • Acrobatics +20
  • Arcana +23
  • Athletics +17
  • Craft (alchemy) +23
  • Deception +17
  • Diplomacy +17
  • History +23
  • Insight +19
  • Perception +19
  • Religion +19
  • Society +23
  • Stealth +20

Senses: Passive Perception 29, low light vision 60 feet

Languages: Attano, Common, +6 more


Metamagic. Once per round, to a maximum of 17 times per 24 hours, a Mage Spy can use one of the following:

  • Extend Spell: Double the spell’s duration.
  • Quicken Spell. Reduce the number of actions to cast a spell by one to a minimum casting time of a free action.
  • Silent Spell: Cast a spell without the verbal components.
  • Still Spell. Cast a spell without the somatic components. It still takes the same number of actions but you can cast the spell while in conditions that would prevent spells with somatic components.
  • Twin Spell (Prerequisite: Quick Spell Metamagic). Cast the same spell twice for the action cost of a single casting. All variables are determined once and applied to both spells and a spell whose effects do not stack are not affected by Twin Spell. A single Dispel Magic as a reaction does counteract both castings of a spell cast with Twin Spell.

Quick Reflexes (4). Gain 3 extra reactions.

Spells. A Mage Spy is a Prepared Arcane caster. They can prepare up to 32 spells per 24 hours across the Spell Levels they have access to.

Spell Attack +23; Spell DC 33

Cantrips:

Level 1 Spells (6 Slots):

Level 2 Spells (6 Slots):

Level 3 Spells (5 Slots):

Level 4 Spells (5 Slots):

Level 5 Spells (5 Slots):

Level 6 Spells (5 Slots):

Level 7 Spells (3 Slots):

Level 8 Spells (2 Slots):

Actions

Dagger (1 hand). Melee/Ranged Strike +20/+16/+12 (agile, finesse, thrown 20 feet, versatile slashing) with 2d4 piercing damage.

Disguise. As a Double Action, a Mage Spy can use their Hat of Disguise to cast Illusory Disguise as if with a Level 3 Spell Slot.

Restore Spells. Once per 24 hours as a Single Action, a Mage Spy can use their Pearl of Power to restore four used Spell Slots.

Shield. As a reaction, a Mage Spy can use their Amulet of Natural Armor to create a shield with Hardness 14. This reduces the damage of the first successful Strike by 14 and then is dismissed.


Equipment