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Cult Fanatic

Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

Source: Systems Reference Document

Attributes

STR

11 (+0)

DEX

14 (+2)

CON

12 (+1)

INT

10 (+0)

WIS

14 (+2)

CHA

14 (+2)
StatValue
Creature TypeMedium Humanoid
AlignmentAny non-good alignment
Armor Class13 (Leather Armor)
Hit Points33 (6d8 + 6)
Combat Rating2 CR
Speed30 ft
SensesPassive Perception 12
LanguagesNone

Skills

Proficiencies: Deception, Religion, Persuasion

  • Deception

    +4

  • Persuasion

    +4

  • Religion

    +2

Abilities

Dark Devotion

The fanatic has advantage on saving throws against being charmed or frightened.

Actions

  • Multiattack : action

    The fanatic makes two melee attacks.

Items

Armor:

Leather Armor - AC 11

  • Dagger

    Melee weapon Attack

    +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 Piercing damage

    Rolls:

    Attack: 1d20 + 4

    Damage: 1d4 + 2

    Ranged weapon Attack

    +4 to hit, range (undefined/undefined) ft., one target. Hit: 1d4 + 2 Piercing damage.

    Rolls:

    Attack: 1d20 + 4

    Damage: 1d4 + 2

Spells

Spellcasting

  • Spellcasting Ability: Wisdom

  • Spell Save DC: 12

  • Spell Attack Bonus: 4

Free Spells and Cantrips

  • Light

  • Sacred Flame

  • Thaumaturgy

1st Level (4 Slots)

  • Shield of Faith

  • Command

  • Inflict Wounds

2nd Level (3 Slots)

  • Hold Person

  • Spiritual Weapon

3rd Level ( Slots)

    4th Level ( Slots)

      5th Level ( Slots)

        6th Level ( Slots)

          7th Level ( Slots)

            8th Level ( Slots)

              9th Level ( Slots)

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