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