Armor Class: 14 (with mage armor)

Hit Points: 130 (20d8 +40)

Speed: 30ft (9m / 6 sqr)

Proficiency: +6


STR

8 (-1)

DEX

13 (+1)

CON

14 (+2)

INT

17 (+3)

WIS

14 (+2)

CHA

18 (+4)


Skills: Arcana +9 History +9 Investigation +9 Persuasion +10

Saving Throws: Intelligence +9 Charisma +10

Challenge: 12 (8400 XP)


Actions

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

Properties: Versatile (1d8),


Spells

Spellcasting. the Arcanist is an 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 17, to hit with spell attacks +9)

Cantrips (at will): Dancing Lights, Shocking Grasp, Poison Spray, Blade Ward, True Strike,

1st level (4 slots): Mage Armor,

2nd level (3 slots): Magic Mouth, Melf's Acid Arrow, Ray of Enfeeblement,

3rd level (3 slots): Nondetection, Remove Curse,

4th level (3 slots): Stone Shape, Mordenkainen's Faithful Hound, Evard's Black Tentacles, Polymorph, Phantasmal Killer,

5th level (3 slots): Wall of Stone, Teleportation Circle,

6th level (2 slots): Magic Jar,

7th level (2 slots): Teleport, Reverse Gravity, Finger of Death, Etherealness, Symbol,

8th level (1 slots): Feeblemind, Sunburst,

9th level (1 slots): Imprisonment, Gate,

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: +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

Character created at rpgtinker.com

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