Armor Class: 14 (with mage armor)

Hit Points: 22 (5d6 +5)

Speed: 30ft (9m / 6 sqr)

Proficiency: +3


STR

4 (-3)

DEX

12 (+1)

CON

13 (+1)

INT

15 (+2)

WIS

12 (+1)

CHA

14 (+2)


Skills: Arcana +5 History +5

Challenge: 3 (700 XP)


Actions

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

Properties: Versatile (1d8),


Spells

Spellcasting. the Arcanist is an 5th-level wizard. Its spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)

Cantrips (at will): Mage Hand, Light, Ray of Frost, Minor Illusion,

1st level (4 slots): Alarm, Thunderwave, Illusory Script, Longstrider, Mage Armor,

2nd level (3 slots): Continual Flame, Detect Thoughts, Hold Person,

3rd level (2 slots): Major Image,

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: -4 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Pack Tactics: The creature has advantage on attack rolls against a creature if at least one of the creature's allies is within 5ft. of the target and the ally isn't incapacitated.

Darkvision: 60ft (18m / 12sqr)

Sunlight Sensitivity: Disvantage on attack rolls and wisdom perception (sight) when your target is on direct sunlight

Languages: speaks Common and Draconic.

Character created at rpgtinker.com

NPC Options



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