Sinzu Folkor
Deneir
Small Humanoid (Rock Gnome, Wizard, Chaotic Good
Special Equipment. Sinzu wears robes of the archmagi and bracers of defense (accounted for in his statistics).
Gnome Cunning. Sinzu has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Awakened Spellbook. Whenever Sinzu casts a spell with a spell slot, he can temporarily replace the damage type of that spell with a type that appears in his spellbook, which magically alters the spell's formula for one casting only. The latter spell must be of the same level as the spell slot he expends.
Spellcasting. Sinzu is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, mind sliver, prestidigitation, shocking grasp
1st level (4 slots): absorb elements, mage armor, magic missile, shield
2nd level (3 slots): earthbind
3rd level (3 slots): counterspell, dispel magic, fireball, fly, haste
4th level (3 slots): banishment, dimension door
5th level (2 slots): wall of force
6th level (1 slot): chain lightning, disintegrate, otto's irresistible dance
7th level (1 slot): forcecage, reverse gravity
8th level (1 slot): dominate monster, feeblemind, incendiary cloud
Dragontooth Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage and 3 (1d6) acid damage.
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