Society Mage
Medium humanoid (any race), lawful neutral
Armor Class 12 (Mage Armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Senses passive Perception 13
Languages Common, two other languages
Challenge 1/4 (50 XP)
Veil of Arcane Sight. The Society Mage's enchanted mask grants them a mystical perception, allowing them to see the unseen. They have advantage on Wisdom (Perception) checks to detect magical auras within 30 feet, as if they were visible threads in the air.
Whispered Incantations. With a mere whisper, the Society Mage can weave spells with their mind. Their innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). They can innately cast the following spells, requiring no material components: At will: detect magic; 1/day each: identify, mage armor.
Pulse of Arcane Silence. Once per day, the Society Mage can release a silent wave of magic-nullifying energy in a 10-foot radius. This pulse suppresses magical effects for 1 round, leaving only the most potent enchantments unaffected. Magical items and ongoing spell effects outside the radius remain untouched.
Actions
Concealed Dagger. With a flick of their wide sleeves, the Society Mage reveals a hidden dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, as the blade finds its mark with precision.
Arcane Barrage. The Society Mage commands the arcane forces with practiced ease. They are a 1st-level spellcaster, wielding their intelligence as their greatest weapon (spell save DC 12, +4 to hit with spell attacks). They have the following wizard spells prepared: Cantrips (at will): prestidigitation, ray of frost; 1st level (2 slots): shield, magic missile. Each spell cast is a testament to their mastery of the mystic arts.