Key of Prophecy. The cult officer can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.
Innate Spellcasting. The cult officer’s innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
2/day each: detect thoughts, dimension door, haste, slow
1/day each: suggestion, teleport
Spellcasting.The cult officer is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult officer has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, identify, guiding bolt
2nd level (3 slots): lesser restoration, silence, spiritual weapon, hold person
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, death ward, guardian of faith
5th level (2 slots): flame strike
Multiattack. The cult officer makes one melee attack and casts a cantrip
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Esoteric Vengence. As a reaction when struck by a melee attack, the cult officer can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the cult officer expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Description
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Previous Versions
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10/14/2019 6:31:30 PM
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