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Academy Journymage

Hundreds of magical colleges exist across the multiverse, and any one plane might be host to a dozen or more individual schools, each specializing in a single school of thought. The students from these colleges often grow to be masters of their specialty, well-versed in the necessary mechanics of thought. But on the plane of Dominaria, the Tolarian College stands out as a beacon of higher learning, where intense study and research is done towards further all schools of magic equally.   Bright Minds At the Tolarian Academy, the attendees are split into several different ranks based upon the skill their time at the college, and the skill they show in using magic to face a variety of issues. Once a student has proven themselves to be sufficiently skilled, they are given the rank of journeymage, one step below that of master, and are capable of teaching others as they were previously taught.   Protecting the Future The Tolarian Academy has existed for hundreds of years, and has fallen to disaster several times in that span. To prevent future catastrophes of the same level, the college has made teaching and furthering the understanding of magic as a whole their mission. In order to do so, the Academy must be able to reach anyone who wishes to study magic, and prevent those who would use it for harm. Each journeymage is an important ally in this mission, watching over new arrivals and introducing them to the college itself, keeping an eye for those whose motives are less than academic.   Careful Guidance To prevent the threat of disasters, many of the spellcasters who learn from the Tolarian Academy choose not to use directly dangerous spells unless forced to. When a journeymage is confronted with the rare individual who might threaten the safety of the school, this might be unavoidable, but that doesn’t stop them from trying. To this end, each journeymage is taught a special technique which allows them to imbue the air around them with their magic, compressing it around their foe to paralyze them and prevent them from moving and acting, all while constantly escorting them past the boundaries of the wards which protect the school itself. When a journeymage travels beyond the boundaries of the Academy, this technique can prove well worth it in facing assaults from dangerous criminals.  

Academy Journeymage

Hundreds of magical colleges exist across the multiverse, and any one plane might be host to a dozen or more individual schools, each specializing in a single school of thought. The students from these colleges often grow to be masters of their specialty, well-versed in the necessary mechanics of thought. But on the plane of Dominaria, the Tolarian College stands out as a beacon of higher learning, where intense study and research is done towards further all schools of magic equally.


Armor Class14 (scale mail)
Hit Points 12d8
Speed30 ft.
Strength10 (+0)
Dexterity12 (+1)
Constitution10 (+0)
Intelligence18 (+4)
Wisdom13 (+1)
Charisma10 (+0)
Saving ThrowsIntelligence d20+7 Wisdom d20+4
SkillsArcana d20+7
SensesPassive Perception 11
LanguagesCommonDraconic
Challenge5 (1800 XP)
Special 1Academic SkillThree times per long rest, the academy journeymage cancast a 1st level spell without expending a spell slot
Special 2SpellcastingThe academy journeymage is an 8th level spellcaster.Its spellcasting ability is Intelligence
(spell save DC 15, d20+7 to hit with spell attacks.)The academy journeymage has the following wizard spells prepared:
Spells 1Cantrips (at will)Fire boltGust
Lightning lureShocking grasp
Spells 21st level (4 slots)Absorb elementsColor spray
Ice knifeMagic missile
Spells 32nd level (3 slots)Gust of windHold person
Levitate
Spells 43rd level (3 slots)BlinkLightning bolt
Stinking cloud
Spells 54th level (2 slots)Dimension doorIce storm
Action 1DaggerMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d4+1 piercing damage
Action 2Forbidding WindsThe academy journeymage can expend a spell slot of 1st levelor higher to force a creature within 30 feet
that it can see to make a DC 15 Wisdom saving throw.On a failed save, the target is paralyzed for 1 minuteand pushed 10 feet at the start of each of its turnsin a direction of the academy journymage's choice.
The target can repeat the saving throwat the end of each of its turns,ending the effect on a success.

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