Jim Darkmagic

Medium humanoid (human), Chaotic Neutral

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

walk 30 ft.

Saves

Int +7, Wis +4

Skills

Acrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5

Languages

Common

Challenge

5

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.

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 (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation • 1st level (4 slots): disguise self, Jim's magic missile*, mage armor • 2nd level (3 slots): invisibility, Jim's glowing coin* • 3rd level (3 slots): incite greed*, fireball • 4th level (3 slots): conjure minor elementals, polymorph • 5th level (1 slots): mislead *New spell introduced in chapter 3

Actions

Dagger

Melee or Ranged Weapon Attack: +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.