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Battle Mages Set 2: Runic Council Tabletop Minis

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0.12mm layer, 2 walls, 15% infill
0.12mm layer, 2 walls, 15% infill
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4.3 h
1 plate
5.0(4)

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Battle Mages Set 2: The Runic Council

Elevate your tabletop with the Battle Mages Set #2. If the first set was for combat in the dunes, this group represents the absolute power of arcane libraries and runic temples. With heavy robes, detailed ornaments, and an imposing presence, they are perfect as zone bosses, high councilors, or high-level mages.

🛡️ Set Features

  • Scale: 1/32 Heroic (compatible with 32mm bases).
  • Style: High Fantasy / High Magic.
  • Detail: Focus on robe filigree and runes on staves.
  • Use: Ideal for Archmages, Abjurers, or Rune Masters.

👤 Character Descriptions

  1. The Rune-Halo High Mage: The jewel of the set. He carries a large runic circle on his back that levitates as he channels energy. His staff is shaped like a ceremonial spearhead, ideal for a mage who leads armies from the rear.
  2. The Spellshield Sentinel: A hybrid combat mage. Equipped with a crystal staff and a physical/magical shield, he is the perfect bodyguard for other spellcasters. His chainmail armor under the robe makes him unique.
  3. The Grand Evoker: The classic image of arcane power. With a full beard and embroidered robes, this mage is in the midst of casting a complex spell that emanates from his left hand, while firmly holding his arcane focus.

📊 D&D 5e Stats (The Runic Council)

These mages are more powerful than the previous set (Suggested Level: 9-12).

  • Group Trait - Runic Harmony: While two or more mages from this set are within 15 feet of each other, they have advantage on saving throws against spells.

1. The Rune-Halo High Mage (The Rune-Halo)

  • Ability - Protective Halo: The runic circle grants +2 AC cover to him and allies within 5 feet.
  • Action - Runic Verdict: Launches a ray of energy from the halo. $4d10$ radiant damage, the target must succeed on a Wisdom saving throw or be Stunned by the runes appearing on their body.

2. The Spellshield Sentinel (The Spellshield)

  • Reaction - Reflect Spell: If targeted by a spell that requires an attack roll and it misses, he can use his shield to return the attack to the original caster.
  • Melee: His staff strikes for $1d8$ bludgeoning + $2d6$ force damage.

3. The Grand Evoker (The Grand Evoker)

  • Ability - Elemental Mastery: He can change the damage type of any spell he casts (Fire, Cold, Lightning, or Acid) at the time of casting.

For this Set #2, having a much more imposing and "official" aesthetic, the values reflect high-ranking mages who have dedicated decades to the study of runes and the protection of the realm.

Here is the stat block 

🏛️ Profile: The Runic Council (Set 2)

Medium Humanoid, Lawful Neutral

  • Armor Class (AC): 16 (Runic Robes + Dex)
  • Hit Points: 78 (12d8 + 24)
  • Speed: 30 feet.
STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)19 (+4)16 (+3)14 (+2)

🔮 Council Abilities

  • Mental Clarity: They have advantage on saving throws to maintain Concentration.
  • Spellcasting: They are 9th-level spellcasters (spell save DC 16, +8 to hit with spell attacks).

🧙 Individual Profiles (Unique Actions)

1. The Rune-Halo High Mage (The Rune-Halo)

  • Aura of Authority: Allies within 10 feet of him cannot be frightened and add +2 to their Charisma saving throws.
  • Runic Flash (Action): The halo glows with pure power. Choose a target within 60 feet. It must succeed on an Intelligence saving throw (DC 16) or take $5d8$ psychic damage and cannot use Reactions until its next turn.

2. The Spellshield Sentinel (The Spellshield)

  • Proactive Defense (Reaction): When a creature within 5 feet is attacked, the Sentinel can use his shield to add +3 to that ally's AC against that attack.
  • Repulsion Strike: Melee Weapon Attack: +4 to hit. Damage: 4 (1d8) bludgeoning plus 9 (2d8) force damage, and the target is pushed 10 feet back.

3. The Grand Evoker (The Grand Evoker)

  • Dual Invocation: When he casts a spell that deals area damage (such as Fireball), he can choose up to 3 creatures to automatically succeed on the saving throw and take no damage (Spell Ward).
  • Arcanist's Hand: As a bonus action, he can move an object or creature (willing) of Medium size or smaller up to 30 feet using telekinesis.

📜 Note

"Unlike Set 1, these mages are designed for total battlefield control. The High Mage nullifies enemy reactions, the Sentinel protects the formation, and the Evoker punishes opponents without harming allies. An elite force for any high-level campaign."

 

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