Evoker

Evoker
Goblin, any alignment


Armor Class: 14 (with mage armor)

Hit Points: 7 (2d6 +0)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

6 (-2)

DEX

12 (+1)

CON

10 (+0)

INT

13 (+1)

WIS

8 (-1)

CHA

10 (+0)


Skills: Stealth +3

Challenge: 1 (200 XP)


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.


Actions

Quarterstaff. Melee Weapon Attack +0 to hit, reach 5 ft, one target. Hit: 1 (1d6 -2 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Evoker is an 2nd-level wizard. Its spellcasting ability is Intelligence (spell save DC 11, to hit with spell attacks +3)

Cantrips (at will): Dancing Lights, Mage Hand, Acid Splash,

1st level (3 slots): Burning Hands, Feather Fall, Color Spray, Magic Missile, Mage Armor,

Click here to see spells descriptions (external tool)

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