13
66 (12d8 + 12)
walk 30 ft.
Dex +5, Wis +2, Cha +5
Deception +5, Performance +7, Persuasion +7
Common plus any two languages
4
+2
The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): • At will: dancing lights, friends • 1/Day each: command, confusion, mage armor, tongues
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage.
The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the pledgemage for 1 minute. While frightened in this way, the target can't take reactions, its speed is halved, and any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.