Dark Devotion. The cult initiate has advantage on saving throws against being charmed or frightened.
Spellcasting. The cult initiate is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The cult initiate has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): bestow curse, magic circle, spirit guardians
4th level (3 slots): banishment, guardian of faith
5th level (1 slots): hallow
Unholy Eminence. As a bonus action, the cult initiate can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit . This benefit lasts until the end of the turn . If the cult initiate expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Dark-Flame Blade. The cult initiate make a melee attack with a weapon against one creature within 5 ft. On a hit, the target suffers the attack's normal effects plus 6 (1d8 + 2) necrotic damage and black fire leaps from the target to a different creature of the cult initiate's choice that he can see within 5 feet of it. The second creature takes 11 (2d8 + 2) necrotic damage.
Multiattack. The cult initiate makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Description
Not your basic fanatic, this is a dangerous individual, backed by dark and insidious powers.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/11/2019 9:45:37 PM
|
1
|
2
|
1
|
Coming Soon
|
Comments