Armor Class: 16 (with mage armor)

Hit Points: 26 (4d6 +12)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


8 (-1)


16 (+3)


16 (+3)


18 (+4)


10 (+0)


12 (+1)

Skills: Stealth +5 Arcana +6 Intimidation +3 Perception +2 Deception +3

Saving Throws: Intelligence +6 Constitution +5

Challenge: 2 (450 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.

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.


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

Properties: Versatile (1d8),


Spellcasting. the Evoker is an 4th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14, to hit with spell attacks +6)

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

1st level (4 slots): Witch Bolt, Expeditious Retreat, Feather Fall, Magic Missile, Mage Armor,

2nd level (3 slots): Web, Flaming Sphere, Cloud of Daggers,

Click here to see spells descriptions (external tool)

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