Cosmotronic Blastseeker

Guildmasters' Guide to Ravnica p. 242

Size
Medium
Type
humanoid (any race)
Alignment
chaotic neutral
AC
15 (chain shirt)
Hit Points
37 (5d8+15)
Speed
walk 30 ft.
Saving Throws
Dex +4, Con +5
Skills
Arcana +6, Intimidation +3, Perception +1
Passive Perception
11
Languages
any one language (usually Common)
Challenge
4
Lineage
Blastseeker
STR
14
+2
DEX
15
+2
CON
16
+3
INT
18
+4
WIS
9
−1
CHA
12
+1

Traits

Empowered Spell (3/Day)

When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.

recharge

3/DAY

Innate Spellcasting

The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:

  • 3/day each: scorching ray, shield, thunderwave
  • 2/day: fireball

Tides of Chaos (1/Day)

The blastseeker makes one attack roll, ability check, or saving throw with advantage.

recharge

1/DAY

Actions

Warhammer

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.

Spells

fireball, scorching ray, shield, thunderwave

Other data

description

While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.