Spellcasting. Ottiluke is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Ottiluke can cast Resilient Sphere without expending a spell slot has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield, counterspell
2nd level (3 slots): arcane lock, invisibility
3rd level (3 slots): dispel magic, Sending, Spirit Guardians
4th level (3 slots): banishment, stoneskin, Dimension Door
5th level (2 slots): cone of cold, wall of force, Summon Celestial
6th level (1 slot): Scatter, globe of invulnerability
7th level (1 slot): symbol, teleport, Resurrection
8th level(1 slot): Antimagic Field, Earthquake
9th level (1 slot): Prismatic Wall
*Abjuration spell of 1st level or higher
Arcane Ward. Ottiluke has a magical ward that has 45 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Voice of Authority. When Ottiluke casts a spell of 1st level or higher and target an ally with that spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of Ottiluke's choice that he can see.
Leomund's Emerald Scepter. The Scepter can be used as an arcane focus, and a holy symbol of Zavan. Ottiluke can use his action to cast Thunderwave as a 4th level spell, DC 16 (3/day), and can use his reaction to cast Counterspell as a 3rd level spell DC 16 (3/day)
Channel Divinity. (2/day) Zavan's Demand. Ottiluke exerts an intimidating presence over others. As an action, he presents his holy symbol, and each creature within 30 feet of him that he chooses must make a wisdom save DC 18 or be charmed by him for 1 minute. He can causes any of the charmed creatures to drop what they are holding when they fail the saving throw. The charm lasts until they take damage.
Comments