CrimsonCarcharodon
Explorer
One of my main problems with 5E is the way it treats NPC or monster spellcasters, in that it treats them exactly like PC spellcasters. Managing spell lists and spell slots is fine for PCs, since they only have one character to manage. But a DM might be running, for example, one main spellcaster bad guy, two acolytes with their own spell lists, plus any other NPCs/monsters around. It's a lot of brainpower needed for the DM to keep track of all those spells, especially since some spells may be coming from separate sources - homebrew spells or just spells from books like Xanathar's or something on the DMs Guild.
Looking back, I think 4E did magical NPCs the right way: a short list of combat powers written up in the stat block itself. So that's how I'm going to build spellcasters from now on. Now, a lot of my casters will also have ritual books, with actual spells, but since ritual spells take way too long to cast in combat, it won't really come up in play as much, at least not while I'm juggling stat blocks.
I like cantrips, since a creature throwing magic around every turn just feels magical. Some recharge abilities are cool, too. Like, for the below goblin, if I wanted a higher-level version, I'd probably throw in an equivalent of Burning Hands or similar on a 5-6 recharge.
I'll start with a goblin pyromancer, since I'm actually going to be using one of those in my upcoming game.
Goblin Pyromancer (standard goblin stats except for the following changes)
Dex 10, Int 14
Initiative +4
Arcana +6
Actions
Firebolt. Ranged spell attack, +4 to hit. Range 120. Hit: 6 (1d10) fire damage.
Burning Grasp. Melee spell attack, +4 to hit. Hit: 3 (1d4) fire damage. Dex save DC 12 or take another 3 (1d4) fire damage at the start of the target's next turn.
Looking back, I think 4E did magical NPCs the right way: a short list of combat powers written up in the stat block itself. So that's how I'm going to build spellcasters from now on. Now, a lot of my casters will also have ritual books, with actual spells, but since ritual spells take way too long to cast in combat, it won't really come up in play as much, at least not while I'm juggling stat blocks.
I like cantrips, since a creature throwing magic around every turn just feels magical. Some recharge abilities are cool, too. Like, for the below goblin, if I wanted a higher-level version, I'd probably throw in an equivalent of Burning Hands or similar on a 5-6 recharge.
I'll start with a goblin pyromancer, since I'm actually going to be using one of those in my upcoming game.
Goblin Pyromancer (standard goblin stats except for the following changes)
Dex 10, Int 14
Initiative +4
Arcana +6
Actions
Firebolt. Ranged spell attack, +4 to hit. Range 120. Hit: 6 (1d10) fire damage.
Burning Grasp. Melee spell attack, +4 to hit. Hit: 3 (1d4) fire damage. Dex save DC 12 or take another 3 (1d4) fire damage at the start of the target's next turn.