Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, spare the dying, sacred flame
1st level (5 slots): command, inflict wounds, shield of faith, guiding bolt
2nd level (4 slots): blindness/deafness, silence, spiritual weapon
3rd level (3 slots): animate dead, speak with dead
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.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 6 ft., up to 2 targets. Hit: 2 (1d6) bludgeoning damage.
Poison: Assasin's Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Can be transmitted through a wound, or placed on a dagger for combination 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. They are in charge of the Acolytes and are further along the necromantic path.
Where Acolytes are sent throughout the world to further the Cult's cause (often in groups of 2 or 3), Fanatics are mostly found within the cult's home base where they comprise the majority of the residents. Three are assigned to every major city, where they test and train Acolytes.
Previous Versions
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