Cult Fanatic
Medium Humanoid
Atributos
Ações
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sacred Flame (Cantrip; V, S)
One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
Command (1st-Level; V)
One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
Inflict Wounds (1st-Level; V, S)
Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
Blindness/Deafness (2nd-Level; V)
One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
Hold Person (2nd-Level; V, S, M, Concentration)
One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.