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
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.