Medium Humanoid (Any Race), Lawful Evil
Armor Class 11 14 with Mage Armor
Hit Points 23 (4d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
15 (+2)
WIS
12 (+1)
CHA
13 (+1)
Senses Passive Perception 11
Languages Common, Elvish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Projectile Control. The Metallurgist can use their magic to influence airborne projectiles. When a creature within 60 feet of the Metallurgist makes a ranged weapon attack that launches a metal projectile, the Metallurgist can use their reaction to apply advantage or disadvantage to the attack roll. This ability can only be used three times a day, and does not work on incredibly fast projectiles, such as bullets.

Impactful Strikes. The Metallurgist's melee weapon attacks deal an extra dice of damage, as long as the weapon is at least partially out of metal. (included in the attack)

Spellcasting. The Metallurgist is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Metallurgist has the following wizard spells prepared:

Cantrips (at will): Mage Hand (the hand is invisible and can only pick up metal objects), Blade Ward (only protects against metal weapons), Mold EarthLightning Lure

1st level (4 slots): Earth TremorCatapult (metal only)Mage ArmorMagic Missile

2nd level (3 slots): Cloud Of DaggersLevitate (metal only)

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Description

One of the Acquisition's most feared spellcasters, Metallurgists have the magical ability to physically influence metal. They use this to redirect metal projectiles, hurl metal at their enemies, and even levitate pieces of metal around themselves to block attacks. They also learn some other basic spells to supplement these abilities.

CritSuccess

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