Durheim Initiate
The Griffon's Saddlebag: Book Two p. 353 (Third Party)
- Size
- Medium
- Type
- humanoid (any race)
- Alignment
- lawful good
- AC
- 14
- Hit Points
- 38 (7d8+7)
- Speed
- walk 40 ft.
- Skills
- Acrobatics +4, Insight +4
- Passive Perception
- 12
- Languages
- Common plus one other language
- Challenge
- 1/2
- Lineage
- Durheim
Traits
Proficiency Bonus
+2
Spirit Hand
The initiate can cast mage hand at will, requiring no verbal or somatic components. The initiate can cast this spell and control the hand as a bonus action, and when the initiate casts the spell, it can make the hand visible.
Unarmored Defense
While the initiate is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
The initiate makes two attacks.
Spirit Strike
Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 4 (1d4+2) force damage.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Other data
description
Those who have only recently begun to follow the teachings of Attiskin are referred to as initiates. These individuals have begun to open their eyes to the wonders and dangers of the Ethereal, but they are only fledglings. Some of these inexperienced monks feel the call to Walk the Liminal Path earlier than is typical—these brave souls are destined to accomplish greatness or fall to tragedy.