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)
Quarterstaff. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage. Properties: Versatile (1d8),
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,
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