Jim Darkmagic

(Acquisitions Incorporated)

Medium humanoid (human), Chaotic Neutral

Armor Class12, 15 with mage armor
Hit Points40 (9d8)
Speed30 ft.
STRDEXCONINTWISCHA
8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2)
Saving ThrowsInt +7, Wis +4
SkillsAcrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
LanguagesCommon
Challenge5

Traits

Special Equipment.

Jim carries a wand of wonder.

Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher).

As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.

Actions

Dagger.

Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Minor Conjuration.

Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.

Spellcasting

Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips: fire bolt, friends, mage hand, minor illusion, prestidigitation

Level 1 (4 slots): disguise self, Jim's magic missile*, mage armor

Level 2 (3 slots): invisibility, Jim's glowing coin*

Level 3 (3 slots): incite greed*, fireball

Level 4 (3 slots): conjure minor elementals, polymorph

Level 5 (1 slots): mislead