Initiate of the Inner Circle

These promising candidates have been introduced into the inner circle of the Order, learning the first secrets of the Emerald Tablets of Thoth-Hermes. They use their enhanced power to serve the Order, hoping to win enough favor to continue advancing in their studies. Initiates are often trusted with performing a piece of one of the Order’s extensive operations. If the task requires more operatives, the initiate is typically assisted by one to two agents of the Order and four to eight emerald apprentices.

Initiate of the Inner Circle

Medium humanoid (human), lawful evil
Armor Class 16 (scale mail)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (‒1) 14 (+2) 14 (+1) 18 (+4) 12 (+1) 10 (+0)

Skills Arcana +7, Investigation +7
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Giant, Gnoll
Challenge 5 (1,800 XP)

Expert Alchemist. The initiate can create three potions per day of common, uncommon, or rare rarity. They carry them and use the potions before and during combat.

Gaze of the Enlightened (1/day). The initiate of the order invokes the name of their deity. For 1 hour, the initiate is under the effect of the true seeing spell. Additionally, the initiate has advantage on Perception and Insight checks.

Key Bearer. The initiate has seen the path to understanding the keys of Thoth-Hermes. Mundane mechanical locks open at the touch of the initiate.

Actions

Multiattack. The initiate of the inner circle makes two quarterstaff attacks.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 ‒ 1) bludgeoning damage, or 3 (1d8 ‒ 1) bludgeoning damage when used two-handed. If the initiate drinks a potion of fire giant strength, the attack bonus becomes +9 and two-handed damage becomes 11 (1d8 + 7) bludgeoning.

Bolt of Arcane Truth. Ranged spell attack: +6 to hit, range 120 ft., one target. Hit: 25 (6d6 + 4) radiant damage and the target is pushed 5 feet away from the initiate.

Sixth Sense (Recharge 5–6). The initiate of the inner circle allows himself or herself to be guided by the spirit world, which gives advantage on their next attack roll, saving throw, or ability check.

Student of the Eight Keys (Recharge 6). The initiate recites a memorized passage from the Emerald Tablets. Any creature within 60 feet that can hear him must make a successful DC 14 Intelligence saving throw or be stunned. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

Equipment

Potions of fire breath, fire giant strength, superior healing ×2, and speed, plus 2 doses of serpent venom (3d6 poison damage, halved with a successful DC 11 Constitution saving throw)

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