Flux Blastseeker
Guildmasters' Guide to Ravnica p. 242
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- chaotic neutral
- AC
- 12 (15 with mage armor)
- Hit Points
- 55 (10d8+10)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +5, Int +8
- Skills
- Arcana +8, Perception +2
- Passive Perception
- 12
- Languages
- Common plus any one language
- Challenge
- 5
- Lineage
- Blastseeker
Traits
Fluxbending 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 teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.
recharge
D5
Innate Spellcasting
The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 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: mage armor (self only), scorching ray
- 1/day each: banishment, cone of cold, dimension door, fireball, ice storm
Actions
Quarterstaff
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Spells
mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm
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.