Armor Class: 13 (with mage armor)

Hit Points: 54 (12d8 +0)

Speed: 30ft (9m / 6 sqr)

Proficiency: +4


STR

10 (+0)

DEX

10 (+0)

CON

10 (+0)

INT

14 (+2)

WIS

11 (+0)

CHA

14 (+2)


Skills: Arcana +6 History +6

Challenge: 7 (2900 XP)


Actions

Quarterstaff. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Arcanist is an 12th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Mending, Poison Spray, Fire Bolt, Ray of Frost, Friends,

1st level (4 slots): Disguise Self, Expeditious Retreat, Identify, Jump, Mage Armor,

2nd level (3 slots): Continual Flame, Locate Object, See Invisibility, Knock,

3rd level (3 slots): Fly, Protection from Energy, Animate Dead, Water Breathing,

4th level (3 slots): Mordenkainen's Faithful Hound,

5th level (2 slots): Wall of Force,

6th level (1 slots): Drawmij's Instant Summons,

Click here to see spells descriptions (external tool)


Special Abilities

Arcane Recovery: During a short rest the arcanist can recover one spell slot of a first level.
Spellbook: The most valuable possession of a mage is his spellbook. Mostly of his spells are written there. All known spells by the arcanist and 1 extra per hit die are writen there.

Racial Features

Ability Modifiers: +1 Wis, +2 Cha

Darkvision: 60ft (18m / 12sqr)

Celestial Resistance: You have resistante to necrotic and radiant damage.

Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your CR. Once you use this trait, you can't use it again until you finish a long rest.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your CR. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

Languages: speaks Common and Celestial

Character created at rpgtinker.com

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