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
STR
13
+1
DEX
16
+3
CON
15
+2
INT
18
+4
WIS
11
+0
CHA
14
+2

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.