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Cult Fanatic

Medium humanoid (any race), any non-good alignment

Armor Class 13 (armor)

Hit Points 22 (6d8-5)

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)

Proficiency Bonus +2

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): , , - 1st level (4 slots): , , - 2nd level (3 slots): ,

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.

Light

Evocation cantrip

Casting Time 1 action

Range Touch

Components V, M (A firefly or phosphorescent moss)

Duration 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.

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Sacred Flame

Evocation cantrip

Casting Time 1 action

Range 60 feet

Components V, S

Duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Thaumaturgy

Transmutation cantrip

Casting Time 1 action

Range 30 feet

Components V

Duration 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Command

1st-level enchantment

Casting Time 1 action

Range 60 feet

Components V

Duration 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Inflict Wounds

1st-level necromancy

Casting Time 1 action

Range Touch

Components V, S

Duration Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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Shield of Faith

1st-level abjuration

Casting Time 1 bonus action

Range 60 feet

Components V, S, M (A small parchment with a bit of holy text written on it)

Duration Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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Hold Person

2nd-level enchantment

Casting Time 1 action

Range 60 feet

Components V, S, M (A small, straight piece of iron)

Duration Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Spiritual Weapon

2nd-level evocation

Casting Time 1 bonus action

Range 60 feet

Components V, S

Duration 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

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Source: System Reference Document 5.1 (CC-BY-4.0).