Michel pall bearer
Michel (Pallbearer) CR: 7
STR
10 +0
DEX
17 +3
CON
12 +1
INT
20 +5
WIS
16 +3
CHA
13 +1
spell casting intelligence +9 to hit and DC 17 Flame Strike 5th (1/1) A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. Wall of Fire (2/2) You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Fire Shield 4th (3/3) R Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The fire shield ignites flammable projectiles such as wooden arrows or bolts. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage Fireball (4/4) (8d6)
Ritual master; can cast any Fire based spell as a ritual the rituals are generally far more complex then the average ritual and take 10 minutes per level
Actions
Prepare battle ritual; he places down ritual components as he travels , once he encloses a area the entire bursts up in flame dealing 2d10 fire damage for each 30ft he's traveled this cannot exceed 300ft perimeter and 10d10 damage. Smoke door; he can travel from one plume of smoke to another using an action assuming he started the fire with a ritual.
Social
Family Ties
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