Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor or unarmored)
Hit Points 10 (2d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Skills Arcana +2, Religion +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

The fanatic has the Magic initiate feat, either of its Intelligence, Wisdom or Charisma score is 14 based on the chosen class.

Spellcasting. The fanatic is a 1st-level spellcaster. Its spellcasting ability is (spell save DC 12, +4 to hit with spell attacks). The fanatic has access to the following spells:

Cantrips (at will) 1 utility and 1 damage dealing from the following:

d6 Spell
1 Close ranged (Thunderclap, Poison spray, Shocking grasp)
2 Acid splash
3 Frostbite
4 Toll the dead
5 Eldritch blast, Fire bolt (120 feet reach)
6 Thorn whip, Ray of frost (-10 feet speed)
d6 Spell
1 Non combat related (Goodberry, Mage hand, Detect magic)
2 Shield
3 Expeditious Retreat
4 Command
5 Cure wounds
6 Chaos bolt
Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft, one creature. Hit: (1d6+2)

Description

Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2020 8:19:50 PM
2
1
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Coming Soon
8/24/2020 12:17:19 AM
10
2
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Coming Soon

Monster Tags: NPC

Habitat: Urban

abrhm90

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