Though suspicious of mages, Creteans still realize the value of magic on the battlefield...
Cretean Field Mage
(Level 6 Evoker)
CR 2 (450 XP)
LN medium humanoid (human)
AC 11 (robes) or 14 (mage armor)
HP 21 (6D6)
Speed 30 feet
Melee Attack dagger +4 attack (reach 5 ft, one target) 1D4 piercing damage.
Ranged Attack Fire Bolt +7 attack (ranged 120, one target) 2D10 fire damage.
STR 11 (0), DEX 12 (+1), CON 10 (0), INT 18 (+4), WIS 15 (+2), CHA 14 (+2)
Saves: INT +7, WIS +5
Languages: Cretean, Eastron or Middle Tongue
Senses: Passive Perception 15
Skills: Arcana +7, Perception +5
Spell Save DC: 15
Spell Attack +7
Cantrips: blade ward, fire bolt, light, mending
1st Level Spells: Alarm, Expeditious Retreat, Mage Armor, Magic Missile
2nd Level Spells: Cloud of Daggers, Darkvision, Invisibility
3rd Level Spells: Fireball, Stinking Cloud
Gear – Dagger, robes
Aspiring field mages who wish to learn the arts of the evocation of Helios are fielded in battle, suffering status as outcasts even as they are feared and respected. Field mages are usually located just behind the phalanxes of the front line soldiers and spear casters, providing a range of explosive firepower to help devastate enemy lines.