Medium Humanoid, Any Alignment
Armor Class 14 (Studded Leather)
Hit Points 39 (5d10 + 5)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +3, CON +3
Skills Athletics +4, Intimidation +3
Senses Passive Perception 11
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2

Duelist. While the Wandslinger is only wielding a one-handed melee weapon in one hand, the Wandslinger gains a +2 to damage rolls made with that weapon.

Second Wind. One per short or long rest, the Wandslinger can use a bonus action to regain 7 (1d10+1) hit points.

War Caster. The Wandslinger can cast spells that require somatic components even if it is wielding both a sword and an arcane focus.

Spellcasting. The Wandslinger has the Magic Initiate feat. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Wandslinger has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Ray of Frost
1st level (1 slot): Shield

Actions

Multiattack. The Wandslinger makes two melee attacks with its rapier.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) piercing damage.

Reactions

Shield. Once per long rest, the Wandslinger can cast the  Shield spell, raising its Armor Class by 5 for one round.

Description

An experienced veteran of combat from the Last War, wandslingers are skilled warriors with the ability to cast minor spells to augment their combat abilities. With a sword on one hip and a wand on the other, these warriors are a dangerous combination of martial might with magical prowess.

Monster Tags: Human

Environment: Urban

LunaticKnight

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