Medium Humanoid (Elf)
Armor Class 15 leather
Hit Points 18 (3d8)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
12 (+1)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws WIS +5, CHA +3
Skills Deception +3, Insight +5, Persuasion +3, Religion +3
Damage Resistances Fire
Senses Passive Perception 13
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Blessing of the Trickster. As an action the Acolyte can touch a willing creature other than themself to give it advantage on Dexterity (Stealth) checks for 1 hour or until the Acolyte uses this feature again.

Channel Divinity. The Acolyte can channel divine energy to fuel magical effects once per short rest

  • Channel Divinity: Turn Undead

    As an action, the Acolyte presents their holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a WIS saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the Acolyte as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • Channel Divinity: Invoke Duplicity

    As an action, the Acolyte can use Channel Divinity to create an illusion of themself that lasts for 1 minute, or until they lose their concentration (as if they were concentrating on a spell). The illusion appears within 30 ft. of them. As a bonus action, they can move the illusion up to 30 ft., but it must remain within 120 ft. of the Acolyte. They can cast spells as the illusion, and when both they and their illusion are within 5 feet of a creature that can see the illusion, they have advantage on attack rolls against that creature.

Spellcasting. The Trickster Acolyte is a 2nd-level spellcaster. Its spellcasting ability is +3 (spell save DC 13, +5 to hit with spell attacks). The Trickster Acolyte has the following Cleric spells prepared:
Cantrips (at will): Guidance, Produce Flame, Resistance, Thaumaturgy. 
1st level (4 slots): Burning Hands, Ceremony, Charm Person, Command, Cure Wounds, Disguise Self, Healing Word.

2nd Level (2 slots): Burning hands (1st level), Charm Person (1st level), Command (1st Level), Cure Wounds (1st level), Healing Word (1st Level), Mirror Image, Pass Without Trace, Prayer of Healing, Zone of Truth. 

Fey Ancestry. The Acolyte has advantage on saving throws they make to avoid or end the charmed condition on themself.

Trance. The Acolyte doesn’t need to sleep, and magic can’t put them to sleep. they can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.

Actions

Sickle Melee Attack. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) slashing damage. 

Spear Melee Attack. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 - 1) piercing damage. 

Spear Ranged Attack. Ranged Weapon Attack: +1 to hit, range 20/60 ft., 1 target. Hit: 1 (1d6 - 1) piercing damage. (Once the Acolyte use this attack, they must either retrieve their spear from the target or switch to their sickle.

Description

One of the three spiritual pillars of the Ashen Elves, the Temple of the Trickster venerates the cunning, scheming, deceptive aspect of the Ashen God. Both he and they work to test the Ashen Elves by devising challenges and trials that push their abilities to the limit, while also providing them with the cunning required to overcome all that assails them. 

Acolytes are the youngest and most inexperienced initiates of the temple, and can often be found working as underlings in the schemes of the elders.

Previous Versions

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12/18/2022 10:21:29 PM
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Monster Tags: elf

Nathanatos

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