12 (15 with mage armor)
58 (13d6 + 13)
walk 25 ft.
int +7, wis +4
Arcana +7, History +7
Poison
Auran, Birdfolk, any three other languages
6
+3
The wizard is a 10th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wizard has the following spells prepared: • Cantrips (at will): chill touch, fire bolt, minor illusion, prestidigitation, ray of frost • 1st level (4 slots): charm person, detect magic, mage armor, shield, sleep, thunderwave • 2nd level (3 slots): darkness, hold person, ray of enfeeblement • 3rd level (3 slots): counterspell, fireball • 4th level (3 slots): banishment, stellar bodies • 5th level (2 slots): conjure elemental, mislead
When falling at least 10 feet, the wizard can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).
As a bonus action, the wizard can use their powerful feathered arms to propel themselves upward up to half their movement speed. The wizard can use it in conjunction with a regular jump, but not while gliding.
The wizard can choose to reroll any attack, skill check, or saving throw.
The wizard has advantage on saving throws against poison.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 4 (1d8 - 1) bludgeoning damage if used with two hands to make a melee attack.