Counterflux Blastseeker
Guildmasters' Guide to Ravnica p. 242
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- chaotic neutral
- AC
- 13 (16 with mage armor)
- Hit Points
- 39 (6d8+12)
- Speed
- walk 30 ft.
- Saving Throws
- Con +4, Wis +2
- Skills
- Arcana +6, Perception +2
- Passive Perception
- 12
- Languages
- Common plus any one language
- Challenge
- 2
- Lineage
- Blastseeker
Traits
Counterflux Overcast (Recharge 5-6)
The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.
recharge
D5
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: enlarge/reduce, mage armor (self only), scorching ray
- 1/day each: counterspell, dispel magic, protection from energy
Actions
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Spells
enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy
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.