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Tanner McCullaugh

Tanner McCullaugh

Medium humanoid, Lawful Neutral

Armor Class
15
mage armor
Hit Points
22
5d6 + 5
Speed
30 ft.
Challenge
3
700 XP
STR
DEX
CON
INT
WIS
CHA
8
MOD -1 SAVE -1
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
18
MOD +4 SAVE +7
10
MOD +0 SAVE +3
14
MOD +2 SAVE +2
Skills Arcana +7, History +7, Insight +3, Investigation +7, Perception +3
Senses passive Perception 13
Languages Common, two additional languages (Sage background)

Spellcasting. Tanner is a 5th-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 (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): charm person, disguise self, mage armor, magic missile, shield 2nd level (3 slots): invisibility, mirror image, misty step, suggestion 3rd level (2 slots): fireball, major image, phantom steed, slow

Improved Minor Illusion. When Tanner casts Minor Illusion, he can create both a sound and an image simultaneously with the same casting.

Arcane Recovery (1/Day). Once per day when Tanner finishes a short rest, he can recover expended spell slots whose combined level is no higher than 3 (e.g. one 3rd-level slot, or one 2nd-level and one 1st-level slot).

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if wielded with two hands.

Bonus Actions

Misty Step (2nd-Level Spell). Tanner teleports up to 30 feet to an unoccupied space he can see. Costs one 2nd-level spell slot.

Reactions

Shield (1st-Level Spell). When Tanner is hit by an attack or targeted by magic missile, he gains +5 AC until the start of his next turn (including against the triggering attack), potentially causing it to miss. Costs one 1st-level spell slot.