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Jim Darkmagic Statblock

Jim Darkmagic

Medium Humanoid (Human, Chaotic Neutral

Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed: 30 ft

STR

8
( -1 )

DEX

14
( +2 )

CON

10
( +0 )

INT

18
( +4 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws INT +7, WIS +4
Skills Acrobatics +5, Animal Handling +4, Arcana +7, History +7, Performance +5
Senses Passive Perception 11
Languages Common
Challenge Rating 5 (1,800 xp)
Proficiency Bonus +3

Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:   Cantrips (at will): Fire Bolt, Friends, Mage Hand, Minor Illusion, Prestidigitation   1st level (4 slots): Disguise Self, Magic Missile, shield, Mage Armor   2nd level (3 slots): Invisibility, Jim’s glowing coin, Scorching Ray   3rd level (3 slots): incite greed, Dispel Magic, Fireball   4th level (3 slots): Conjure Minor Elementals, Polymorph   5th level (1 slot): Mislead


Special Equipment. Jim carries a wand of wonder.   Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.   Minor Conjuration. Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.

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