Small humanoid, Chaotic Good
Age: 18 years old | Height: 2′11″ (89 cm) | Weight: 35 lbs. (16 kg)
Armor Class: 15 (10 + 2 [Dex] + 3 [Mage Armor]) | Max HP: 37 (6 [1st] + 4x4 [2nd-5th] + 5x3 [Con])
Initiative Bonus: +6 = 2 [Dex] + 4 [Int] | Speed: 30 ft. | Proficiency Bonus: +3
STR
8 (-1)
Save: -1
|
DEX
14 (+2)
Save: +2
|
CON
16 (+3)
Save: +3 |
INT
Save: +718 (+4) Arcana: +7 History: +7 Investigation: +7 Nature: +7 Religion: +4 |
WIS
Save: +28 (-1) Animal Handling: -1 Insight: -1 Medicine: -1 Perception: -1 Survival: -1 |
CHA
Save: +010 (+0) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +0 |
Damage Resistances: Necrotic, Radiant
Damage Immunities: —
Senses: Darkvision 60 feet. Passive Perception 9, Passive Insight 9, Passive Investigation 17
Languages: Common, Goblin, Celestial
Weapon proficiencies: Light Crossbow, Dagger, Dart, Quarterstaff, Sling
Tool proficiencies: Cook's utensils
Actions
Healing Hands: Touch a creature. Creature regains (proficiency) d4 hp. Once per long rest.
Mind Sliver (60 feet, Verbal): Intelligence Save, DC 16.
On failed save: 2d6 Psychic damage, and the target suffers -1d4 on its next save.
Fire Bolt (120 feet, Verbal, Somatic): Ranged Spell Attack: 1d20+8 to hit.
Hit: 2d10 Fire damage.
Light (Touch, Verbal, Material, 1 hour): Touch one object. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Any color you like.
Mage Hand (60 feet, no componentsThe Telekinetic Feat allows Mage Hand to be cast without components., 1 minute): Manipulate objects with an invisibleThe Telekinetic Feat allows the hand to be invisible. hand. Move hand up to 30 feet each time you use it. The hand can't attack, activate magic items or carry more than 10 pounds.
Guidance (Touch, Verbal, Somatic, Concentration/1 minute): Touch one willing creature. Add 1d4 to ability check, before or after the roll.
Prestidigitation (10 feet, Verbal, Somatic, 1 hour): Minor magical tricks.
- Create instantaneous, harmless sensory effect.
- Light or snuff out a candle, torch or small campfire.
- Clean or soil object.
- Chill, warm or flavor nonliving material.
- Make color, small mark or symbol appear on object or surface.
- Create nonmagical trinket or illusionary image that can fit in hand.
Minor Illusion (30 feet, Somatic, Material, 1 minute): Create sound or image within range.
Mage Armor (Touch, Verbal, Somatic, Material, 8 hours): AC = 13 + Dex modifier
Entangle (90 feet, Verbal, Somatic, Concentration/1 minute): 20-foot square becomes difficult ground. Creatures must make Strength save or be restrained.
Vortex Warp (90 feet, Verbal, Somatic): Target must make Constitution save or be teleported to an unoccupied space you can see within range. Targets can choose to fail.
Invisibility (Touch, Verbal, Somatic, Material, Concentration/1 hour): A creature becomes invisible until they attack or cast a spell.
Enhance Ability (Touch, Verbal, Somatic, Material, Concentration/1 hour): A creature gains one effect among Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom.
Fireball (150 feet, Verbal, Somatic, Material): Each creature in a 20-foot radius sphere must make Dexterity save. 8d6 fire damage on a failed save, half on a successful one. Ignites flammable objects.
Haste (30 feet, Verbal, Somatic, Material, Concentration/1 minute): Willing creature gains double speed, gains +2 to AC, Advantage on Dexterity saves and an additional action that may only be used for Attack (one weapon attack only), Dash, Disengage, Hide or Use and Object.
Bonus Actions
Celestial Revelation - Radiant Soul: Transform for 1 minute, once per long rest. Grow luminous spectral wings, gain flying speed equal to walking speed. Deal extra radiant damage equal to proficiency bonus to one creature each round.
Telekinetic: Telekinetically shove one creature within 30 feet. Target must succeed on Strength saving throw (DC 15) or be moved 5 feet towards or away from you. A creature can willingly fail this save.
Misty Step (Verbal): Teleport 30 feet to an unoccupied space that you can see.
Reactions
Chronal Shift: After you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Twice per long rest.
War Caster Opportunity Attack: Can cast a spell in place of an opportunity attack, as long as it has casting time of 1 action and only affect the triggering creature.
Shield (Verbal, Somatic): Gain +5 AC until start of next turn. Take no damage from magic missile.
Absorb Elements (Self, Somatic, 1 round): Resistance against triggering damage type until start of next turn. Melee attack on next turn adds 1d6 damage of the triggering type.
Feather Fall (60 feet, Verbal, Material, 1 minute): Up to five falling creatures in range reduce decent to 60 feet/round, and take no falling damage.