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D&D 5th Edition

Compendium

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Cult Fanatic

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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.

Traits

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

Spellcasting: The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): command, inflict wounds, shield of faith
• 2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack: The fanatic makes two melee attacks.

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Attributes

Cult Fanatic

Medium humanoid (any race), Any Non-good Alignment
  • Armor Class 13 (Leather Armor)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any One Language (Usually Common)
  • Challenge 2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (4 slots): command, inflict wounds, shield of faith • 2nd level (3 slots): hold person, spiritual weapon

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one creature. Hit: (1d4 + 2) piercing damage.