Multiattack. The Arcanist Savant can make two attacks one with its Frost ray, and another with its Dagger. it can choose to change either of these items to cast a spell or use Arcane eruption.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Frost Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target, to Hit: 4 (1d8) cold damage. when a target it hit by this the creatures movement speed is reduced by 10 ft. until the start of the savant's next turn.
Arcane Eruption (Recharge 6). The savant creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) thunder damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn’t pushed.
Spellcasting. The savant is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks). The savant has the following wizard spells prepared:
At will: mage hand, dancing lights
1/perday each: Mirror image, detect magic, invisibility
Description
Arcane savants like most mages may spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. the Arcane savant is usually someone with enough power to aid in a battle however known to many they are individuals who search for new arcane secrets and lore to further their tomes of arcane knowledge and themselves.
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