Sources
CR
Type
Size
Alignment
Movement

Prismari Apprentice

Small/Medium Humanoid (sorcerer), Any alignment

Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 35 ft.
STR
10
+0
DEX
14
+2
CON
13
+1
INT
12
+1
WIS
13
+1
CHA
15
+2
Saving Throws DEX +4, CHA +4
Skills Acrobatics +4, Athletics +4, Performance +6
Senses passive Perception 11
Languages Common plus any two languages
Challenge 2 (450 XP)

Spellcasting

Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

At will: minor illusion

1/day each: gust of wind, mage armor, silent image

Actions

Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit:10 (3d6) fire or cold damage (the apprentice's choice).

Bonus Actions

Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature's space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.

Lore

The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.