Combat Caster. The wizard has advantage on Constitution saving throws made to maintain concentration on a spell. While the wizard maintains concentration on a spell, it has a +3 bonus to AC and all saving throws.
Spellcasting. The wizard is a 6th level spellcaster. The wizard's spellcasting ability is Intelligence (+8 to hit with spell attacks, spell save DC 16). The wizard has the following spells prepared:
Cantrips (at will): Toll the Dead: You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 15 feet of the target. The target must succeed on a Wisdom saving throw or take 2d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 2d12 Necrotic damage.
1st level (3 slots): Ice Knife: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 15 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 3d6 cold damage.
2nd level (2 slots): Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 5d12 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
3rd level (1 slots): Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 5th level or lower, its spell fails and has no effect. If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Arcane Deflection. When the wizard is hit by an attack or it fails a saving throw, it can use its reaction to gain a +3 bonus to its AC against that attack or a +6 bonus to that saving throw. Additionally, up to three creatures of the wizard's choice that it can see within 60 feet of it each take 10 (4d4) force damage.
Description
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