Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Crimson Infusion. The fanatic is a low level member of the Crimson Church and can augment his power with blood magic. When their hit points are reduced below half of their maximum, they activate their infusion. This restores all their hit points and boost their speed by 10ft. They also gain alternative attacks.
2nd level (3 slots): hold person, spiritual weapon
Multiattack. The fanatic makes two melee attacks.
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.
Blood Infusion Attacks
Crimson Touch. Melee Spell Attack: +5 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) necrotic damage
Crimson Touch 3 melee Attacks: +5 to hit, reach 10 ft. Hit: (1d4 + 2) necrotic damage
Crimson Touch. Melee Spell Attacks: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage
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.
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