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): Chill Touch, Resistance, Produce Flame,

1st level (3 slots): Burning Hands, Protection from Evil and Good, Detect Magic, Create or Destroy Water, Thunderwave, Faerie Fire, 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



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