Empowered Spells. Whenever Barniver casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.
Magic Resistance. Barniver has advantage on saving throws against spells and other magical effects.
Legendary Resistance (1/day). If Barniver fails a saving throw, he can choose to succeed instead
Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The spellcaster has following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, minor illusion, shocking grasp
1st level (4 slots): burning hands, shield, sleep
2nd level (2 slots): flaming sphere, invisibility
3rd level (3 slots): fireball, fly
4th level (3 slots): wall of fire, polymorph
5th level (2 slots): cone of cold
6th level (1 slot): chain lightning
7th level (1 slot): teleport
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Description
A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.
Comments