| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 18 | +4 | +6 |
Lightning Adept. Spells you cast ignore Resistance to Lightning damage. In addition, when you roll damage for a spell you cast that deals Lightning damage, you can treat any 1 on a damage die as a 2.
Relentless Endurance (1/Day). When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead.
Sorcerous Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 4 (1d8) Lightning damage. Exploding dice.
Quarterstaff. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d8+2) Bludgeoning damage.
Spellcasting. The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At Will: Shocking Grasp, Mending, Lightning Lure, Dancing Lights
3/Day Total: Shatter, Dragon's Breath, Arcane Vigor
4/Day Total: Chromatic Orb, False Life, Feather Fall, Mage Armor (included in AC), Thunderwave, Witch Bolt
Adreneline Rush (2/Day). You can take the Dash action as a Bonus Action. When you do so, you gain 2 Temporary Hit Points.