Armor Class: 16 (with mage armor)

Hit Points: 13 (2d6 +6)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

8 (-1)

DEX

16 (+3)

CON

16 (+3)

INT

12 (+1)

WIS

10 (+0)

CHA

18 (+4)


Skills: Stealth +5 Arcana +3 Intimidation +6 Perception +2 Athletics +1

Saving Throws: Charisma +6 Constitution +5

Challenge: 1 (200 XP)


Actions

Quarterstaff. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Evoker is an 2nd-level sorcerer. Its spellcasting ability is Charisma (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Acid Splash, Friends, True Strike, Message, Fire Bolt,

1st level (3 slots): Color Spray, Ray of Sickness, Detect Magic, Comprehend Languages, Mage Armor,

Click here to see spells descriptions (external tool)


Special Abilities

Elemental Bending: When casting a area spell that deals fire, ice, lighting or thunder damage the evoker can exclude a number of targets from its area equal to its spellcasting modifier. The target dont receive any damage or effect from that spell.

Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.

Character created at rpgtinker.com

NPC Options



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