Armor Class: 14 (with mage armor)

Hit Points: 18 (4d6 +4)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

6 (-2)

DEX

12 (+1)

CON

12 (+1)

INT

10 (+0)

WIS

8 (-1)

CHA

14 (+2)


Skills: Stealth +3

Challenge: 2 (450 XP)


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 4th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 12, to hit with spell attacks +4)

Cantrips (at will): Mending, Friends, Dancing Lights, Poison Spray,

1st level (4 slots): Comprehend Languages, Chromatic Orb, Color Spray, Fog Cloud, Jump, Mage Armor,

2nd level (3 slots): Enhance Ability, Spider Climb, Darkness, Hold Person,

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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