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Rails Through Hell: Incantifier
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==<font size="5"><b>Spells</b></font>== <b>Spell Attack:</b> +7 <b>Spell Save DC:</b> 15 <ul> <li><b>Focus Points:</b> 5</li> <li>Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp</li> <li>L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave</li> <li>L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter</li> <li>L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow</li> </ul> <b>Attacks:</b><br> <ul> <li>Acid Splash: 1 target or 2 targets within 5' of each other, Range 60', Dex save or take 2d6 Acid damage</li> <li>Arcane Bolt: Attack +7, Range 120', Damage 2d10 Force</li> <li>Chill Touch: Attack +7, Range 240', Damage 2d8 Necrotic (Target can't regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)</li> <li>Firebolt: Attack +7, Range 240', Damage 2d10 Fire</li> <li>Ray of Frost: Attack +7, Range 120' Damage 2d8 Cold (Target speed reduced by 10' until the start of my next turn)</li> <li>Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can't take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal <such as metal armor>)</li> <li>Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)</li> <li>Mace: Attack +4, Damage 1d6+1 Bludgeoning</li> </ul> <br>
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