Durheim Initiate

The Griffon's Saddlebag: Book Two p. 353 (Third Party)

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
legal bueno
CA
14
Puntos de golpe
38 (7d8+7)
Velocidad
walk 40 ft.
Habilidades
Acrobatics +4, Insight +4
Percepción pasiva
12
Idiomas
Common plus one other language
Desafío
1/2
Linaje
Durheim
FUE
10
+0
DES
14
+2
CON
12
+1
INT
10
+0
SAB
14
+2
CAR
11
+0

Rasgos

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.

Acciones

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.

Otros datos

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.