Medium Humanoid (Human), Chaotic Good
Armor Class 12 Unarmored
Hit Points 72 (14d6 + 14)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws INT +9, WIS +7
Skills Acrobatics +7, Arcana +15, Deception +5, Investigation +10, Stealth +12
Damage Resistances Poison
Senses Passive Perception 13
Languages Common, Draconic, Elvish, Zemnian
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Etched Enhancements. Adalwin can use a bonus action to activate his tattoos, granting him enhanced combat ability for one minute, until he is incapacitated, until he dons armor or a shield, or if he uses two hands to attack. 

  • +5 to AC
  • +10 ft walking speed
  • Advantage on Dexterity(acrobatics) checks
  • +5 to constitution saving throws made to maintain concentration.

You can use this feature twice, and regain all uses on a short or long rest.

Evasion. If Adalwin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Adalwin instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Spellcasting. Adalwin is a 14th level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Adalwin has the following Wizard spells prepared:

Cantrips (at will): Firebolt, Mending, Encode Thoughts, Message, Mage Hand

1st level (4 slots): Detect Magic, Disguise Self, Shield, Mage Armor, Identify, Comprehend Languages

2nd level (3 slots): Misty Step, Melf's Acid Arrow, Darkvision

3rd level (3 slots): Counter Spell, Lightning Bolt, Fly, Sending

4th level (3 slots): Greater Invisibility, Banishment, Vitrolic Sphere, Dimension Door

5th level (2 slots): Modify Memory, Scrying, Immolation

6th level (1 slots): Disintegrate, True Seeing, Chain Lightning

7th level (1 slot): Teleport

Actions

Multiattack. Adalwin makes two Longsword attacks.

Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 1d8 + 3 slashing damage.

Habitat: Urban

EmilyStiles

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