Spellcasting. Ember is an 9th-level spellcaster. His spellcasting ability is intelligence (spell save DC 20, +8 to hit with spell attacks). With a spell save of dc 15
Aerin has the following spells prepared:
Cantrips (at will): mage hand, prestidigitation, Fire Bolt, Light
1st level (4 slots): Shield, Detect Magic, Mage Armor
2nd level (3 slots): Scorching Ray, mirror image
3rd level (3 slots): Fireball, counterspell, Fly,
4th level (3 slots): Arcane Eye,Dimension Door,
5th level (1 slot): scrying,
Equipment_________
Robes of the stars: Grants advantage on saving throws against spells.
Orb of direction: Always points to the north, useful for navigation
Spellbook: Contains all the spells that Aerin knows, with space for more
**Portent**: After a long rest. Roll 2d20's. Save these as portent die
Can replace any attack roll, saving throw, or ability check made by him or a creature that he can see with one of his portent rolls.
**Arcane Recovery**: Once per day after a short rest, can recover up to half his wizard level in spell slots.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
Aerin's role as the navigator is crucial, guiding ships through the seas with a blend of arcane knowledge and celestial intuition. His divination abilities allow him to foresee potential dangers and chart the safest courses, making him an indispensable member of the crew. His rivalry with Tinker Sparkfizzle is a source of both tension and innovation, driving them to new heights of creativity and problem-solving.
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