Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Tech Augmentation. The technomancer is equipped with a variety of magical tech that enhances their abilities. They have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): mage hand, minor illusion, shocking grasp
1st level (4 slots): charm person, disguise self, magic missile
2nd level (3 slots): invisibility, misty step
Multiattack. The technomancer makes two attacks with their technoblade or two ranged attacks with their shock darts.
Technodagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. The blade emits a burst of magical energy on a hit, dealing an additional 4 (1d8) electric damage.
Shock Darts. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one creature. Hit: 7 (1d8 + 3) lightning damage.
Reactions Deflect Attack. When the technomancer is hit with a ranged attack, they can use their reaction to activate a personal force field, gaining a +2 bonus to AC against that attack, potentially causing it to miss.
Description
These cultist technomancers are dangerous opponents who combine spellcasting, technology, and stealth to great effect. They can control the battlefield with their spells, surprise enemies with their stealth, and hold their own in a fight with their tech-enhanced weapons.
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