Master Sage

Medium Humanoid (Any Race)

STR
8 (-1)
DEX
10 (+0)
CON
10 (+0)
INT
20 (+5)
WIS
18 (+4)
CHA
11 (+0)
Spellcasting.

The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 16, +8 to hit with spell attacks):

At will: light, mage hand, mending, prestidigitation, [object Object]

3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, [object Object], Tenser's Floating Disk, unseen servant

1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing

Actions

Shocking Grasp (Cantrip).

Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 13 (3d8) lightning damage, and the target can't take reactions until the start of its next turn.

Lightning Eruption (3/Day).

The sage creates an eruption of magical lightning centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Shield (1st-Level Spell; 3/Day).

When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.

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Master Sage

Source: Candlekeep Mysteries, p. 9 - Licenses and attribution