Magic Resistance. The Arcane Sentinel has advantage on saving throws against spells and other magical effects.
Spellcasting. The Arcane Sentinel is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Sentinel has the following spells prepared:
- Cantrips (at will): Mage Hand, Fire Bolt(2d10), Minor Illusion
- 1st level (4 slots): Shield, Magic Missile, Absorb Elements
- 2nd level (3 slots): Mirror Image, Misty Step
- 3rd level (2 slots): Counterspell, Lightning Bolt
Multiattack. The Arcane Sentinel makes two attacks with its Arcane Strike.
Arcane Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage.
Energy Blast (Recharge 4-6). The Arcane Sentinel releases a blast of stored energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one.
Arcane Overload (Recharge 5-6). As a bonus action, the Arcane Sentinel can overload its arcane core, empowering its next spell. If the next spell it casts deals damage, it deals an extra 2d6 force damage. This effect ends after the spell is cast or if the Arcane Sentinel does not cast a spell on its next turn.
Arcane Absorption (Reaction). When a spell is directed at the Arcane Sentinel, it can use its reaction and expend a level 3 spell slot to absorb the spell’s energy. The Sentinel can roll a number of hit dice equal to the spell cast and regains hitpoints equal to the rolled total plus its spellcasting modifier (+2). If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level.
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