Armor Class: 18 (Half plate, Shield)

Hit Points: 13 (2d6 +6)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

12 (+1)

DEX

12 (+1)

CON

16 (+3)

INT

10 (+0)

WIS

18 (+4)

CHA

12 (+1)


Skills: Stealth +3 Religion +2 Insight +6 Medicine +6 Persuasion +3

Saving Throws: Wisdom +6 Constitution +5

Challenge: 1 (200 XP)


Actions

Mace. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage.

Properties: WOLOLO!,


Spells

Spellcasting. the Acolyte is an 2nd-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Thorn Whip, Chill Touch, Poison Spray, Thaumaturgy,

1st level (3 slots): Cure Wounds, Faerie Fire, Inflict Wounds, Create or Destroy Water, Disguise Self, Cure Wounds,

Click here to see spells descriptions (external tool)


Special Abilities

Potion of Healing: The healer carries a potion of healing (2d4+2 healing as a action) and a Healer's Kit.
Chosen of Gods: Once per week, as an act of incredible courage the acolyte can sacrifice himself to protect other. The DM can roll a d20 and add acolyte CR to this roll. If the check gets 20 or more the acolyte can receive one of the random bonuses: Regain one spell slot of his greater slot available; Maximize the healing of a spell, grant one target resitance/advantage against the next damage/saving throw.

Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.

Character created at rpgtinker.com

NPC Options



Print / PDF


Please support us! Click here sometimes XD
Sorry for the inconvenience.




Other Tools: