Traits
Conjure Merlin’s Staff. As a bonus action, Andre conjures a spectral-physical staff into one empty hand. The staff is carved with shifting runes, brass rings, and fragments of ancient spell formulae. It vanishes if Andre is unconscious, dismisses it, or enters an antimagic field.
Borrowed Wizardry. Andre is not naturally a wizard. His magic comes from Merlin’s Staff, which contains the will, memory, and spellcraft of an ancient archmage. His magic looks like wizard magic: glowing diagrams, runic circles, spectral pages, geometric wards, and ancient incantations. Mechanically, it works like pact magic: Andre casts fewer spells, but each one is released with high force.
Pact-Style Casting. Andre’s spell slots are always 3rd level. He has two 3rd-level spell slots, and he regains all expended spell slots after a short or long rest.
Arcane Thesis. Andre can use either Intelligence or Charisma for Arcana checks. For spell attacks and save DCs, he uses Charisma, representing his force of will over the staff.
Runic Ward. When Andre casts a spell of 1st level or higher, ancient sigils orbit him and grant him 5 temporary hit points.
Spellcasting
Andre is a 5th-level pact-style spellcaster. His spellcasting ability is Charisma.
Spell save DC 15
Spell attack bonus +7
Spell slots: 2 slots, always 3rd level, regained on a short or long rest
Cantrips, at will: eldritch blast, fire bolt, mage hand, minor illusion, prestidigitation
Spells Known:
armor of Agathys, shield, detect magic, magic missile, mirror image, misty step, counterspell, dispel magic, fireball, hypnotic pattern
His spell effects appear scholarly and wizard-like, even when mechanically using warlock-style casting. For example, eldritch blast appears as compressed blue-white spell formulae fired from the staff, and armor of Agathys appears as a rotating shell of crystalline runes.
Merlin’s Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 force damage. The strike leaves a brief glowing spell glyph on impact.
Formula Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one or two targets.
Hit: 9 force damage per beam. Andre fires two beams.
This is mechanically eldritch blast, but visually appears as arcane equations projected through the staff.
Arcane Staff-Flare. Ranged Spell Attack: +7 to hit, range 90 ft., one target.
Hit: 13 force damage, and the next attack roll against the target before the start of Andre’s next turn has advantage as a glowing wizard-mark exposes a weak point.
Wizard’s Shockwave. Each creature of Andre’s choice within 10 feet must make a DC 15 Strength saving throw. On a failure, a creature takes 14 force damage and is pushed 10 feet away. On a success, it takes half damage and is not pushed.
Recharge 5–6.
Conjure Staff. Andre conjures Merlin’s Staff into his hand.
Runic Step. Andre teleports up to 20 feet to an unoccupied space he can see. Until the end of his turn, his next spell attack deals an extra 4 force damage.
3/day.
Staff-Parry Ward. When Andre is hit by an attack while holding Merlin’s Staff, he adds +3 to his AC against that attack, potentially causing it to miss. A translucent magic circle flashes between him and the blow.
Borrowed Counterspell. When a creature Andre can see within 60 feet casts a spell, Andre can attempt to interrupt it. If the spell is 3rd level or lower, it fails. For higher-level spells, Andre makes a Charisma check against DC 10 + the spell’s level.
1/day.
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