Armor Class: 20 (Bonemold Armor & Shield)
| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 24 | 16 | 18 | 20 | 14 | 14 |
(+7) | (+3) | (+4) | (+5) | (+2) | (+2) |
Fey Ancestry. The Dunmer have advantage on saving throws against being charmed, and magic cannot put the Dunmer to sleep.
Ancestor's Wrath. Dunmer may use an action to surround their bodies in flame. Once activated, this ability will inflict 1d6 fire damage to any creature when they first move within 5 ft. of the Dunmer and if they remain within 5 ft. of the Dunmer at the end of their turn. The effect shall persist for 1 minute after being activated. Friendly fire is possible. The Dunmer may use this ability once per long rest.
Magic Resistance. The Dunmer has advantage on saving throws against spells and other magical effects.
The Apprentice (20/20). You were born under the Birthsign of the Apprentice and gain the following benefit and curse:
- You gain 1 magicka point, and gain 1 additional magicka point every time you gain a level. (Magicka points may be used in the same way as Sorcery points without the effects of any metamagic feats.)
- You are weakened to one type of magical damage determined by rolling on the Apprentice Magical Weakness table. Whenever you take damage from your weakened damage type, you are regarded as vulnerable.
Dunmer Magic. You know the Produce Flame cantrip. At 3rd level, you can cast the Hellish Rebuke spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. You can use this feature twice. Once you have used this feature twice, you must finish a short or long rest before you can use this feature again.
Weapon Bond. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Indomitable. You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature three times. Once you have used this feature three times, you must finish a long rest before you can use this feature again.
Eldritch Strike. You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Charge. You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Spellcasting. Malantur is an Eldritch Knight and due to such is considered a 9th-Level Spellcaster. His spellcasting ability is Intelligence (Spell Save DC 19, +11 to spell attacks). He knows the following spells:
Cantrips (At Will): Green-Flame Blade, Guidance, Prestidigitation, Word of Radiance
1st-Level (4 slots): Burning Hands, Command, Detect Magic, Find Familiar, Grease, Illusory Script
2nd-Level (3 slots): Arcane Lock, Knock, Mirror Image, Scorching Ray, Shalidor's Scorcher
3rd-Level (3 slots): Bestow Curse, Blink, Counterspell, Dispel Magic, Fireball, Haste
4th-Level (3 slots): Confusion, Dimension Door, Fire Shield, Neloth's Web of Fire, Polymorph
5th-Level (1 slot): Steel-Wind Strike
Multiattack. Malantur makes four attacks with any weapon he wishes per turn in combat.
Flamesinger Heirloom Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 +7) slashing damage plus 7 (2d6) fire damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
War Magic. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
Weapon Bond. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.