Armor Class: 14 (with mage armor)

Hit Points: 22 (5d6 +5)

Speed: 30ft (9m / 6 sqr)

Proficiency: +3


STR

8 (-1)

DEX

12 (+1)

CON

13 (+1)

INT

16 (+3)

WIS

12 (+1)

CHA

14 (+2)


Skills: Perception +4 Arcana +6 History +6

Challenge: 3 (700 XP)


Actions

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

Properties: Versatile (1d8),


Spells

Spellcasting. the Arcanist is an 5th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Dancing Lights, True Strike, Message, Acid Splash,

1st level (4 slots): Burning Hands, Witch Bolt, Tasha's Hideous Laughter, Longstrider, Mage Armor,

2nd level (3 slots): Melf's Acid Arrow, Flaming Sphere, Invisibility,

3rd level (2 slots): Blink,

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: +2 Dex, +1 Int

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)

Trance: meditate for 4 hours instead of sleep.

Keen Senses: proficiency in the Perception skill.

Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Languages: speaks Common, Elvish and one extra.

Character created at rpgtinker.com

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