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Occult Initiate
- STR
- 10 (+0)
- DEX
- 14 (+2)
- CON
- 12 (+1)
- INT
- 14 (+2)
- WIS
- 10 (+0)
- CHA
- 16 (+3)
The initiate casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: light, mage hand
1/day each: detect magic, levitate
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) psychic damage.
The initiate creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed.
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Source: Critical Role: Call of the Netherdeep, p. 205 - Licenses and attribution