Stone of Good Luck. Caleb has a +1 to all ability checks and saving throws (included in stat block).
Transmuter’s Stone. Caleb carries a magic stone he crafted. The stone grants him one of the following benefits while bearing the stone;
- Darkvision. Caleb has darkvision out to a range of 60 feet.
- Resilience. Caleb has proficiency in Constitution saving throws.
- Resistance. Caleb has resistance to acid, cold, fire, lightning, or thunder damage (Caleb’s choice whenever choosing this benefit).
- Speed. Caleb’s walking speed is increased by 10 feet.
War Caster. Caleb has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage, can perform the somatic components of spells even when he has weapons or a shield in one or both hands, and when a hostile creature's movement provokes an opportunity attack from Caleb, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Multiattack. Caleb makes three Arcane Burst attacks and uses his Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 27 (4d10 + 5) fire damage. A flammable object hit by this attack ignites.
Master Transmuter (1/Day). Caleb can use his action to destroy his Transmuter stone, losing all benefits received from it. When he does, he may choose from one of the following effects to occur.
- Panacea. Caleb removes all curses, diseases, and poisons affecting a creature that he touches with his transmuter’s stone. The creature also regains all its hit points.
- Restore Life. Caleb can cast the raise dead spell on a creature he touches with the transmuter’s stone.
- Restore Youth. Caleb touches the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
Spellcasting. The transmuter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19):
At will: shield, gift of alacrity, message, prestidigitation
3/day each: fireball, hold person, wall of fire, telekinesis, polymorph, slow, counterspell (as a 4th level spell)(see "Reactions" below)
1/day: mind blank, teleport, gravity fissure, psychic scream
Transmute. Caleb casts alter self or changes the benefit of Transmuter’s Stone if bearing the stone.
Counterspell (3/Day). Caleb attempts to interrupt a creature that he can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, Fredrick makes an Intelligence check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Ring of Evasion (3/Day). When Caleb fails a Dexterity saving throw he can use his reaction to succeed instead.
Comments