Adept of the Absolute
- Hit points · HP
- 58
- Armour class · AC
- 15
- Level
- 7
- Strength
- 13+1
- Dexterity
- 12+1
- Constitution
- 16+3
- Intelligence
- 10+0
- Wisdom
- 18+4
- Charisma
- 10+0
Attacks and skills 13
Guiding Bolt
Level 1 spell
The next
Attack Roll against this target has
Advantage.
Attack Roll against this target has
Advantage.
18m
ActionLevel 1 spell slot
Possible damage types
Radiant
Guiding Bolt
Level 1 spell
The next
Attack Roll against this target has
Advantage.
Attack Roll against this target has
Advantage.
18m
ActionLevel 2 spell slot
Possible damage types
Radiant
Guiding Bolt
Level 1 spell
The next
Attack Roll against this target has
Advantage.
Attack Roll against this target has
Advantage.
18m
ActionLevel 3 spell slot
Possible damage types
Radiant
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Command: Flee
Level 1 spell
Command a creature to flee from you on its turn and do nothing else.
18m
Wisdom saving throw
ActionLevel 1 spell slot
Guardian of Faith
Level 4 spell
Call forth a divine guardian that
attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of
hit points.
hit points.
9m
ActionLevel 4 spell slot
Hunger of Hadar
Level 3 spell
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
18m
ActionLevel 3 spell slot
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Sacred Flame
cantrip
Engulf a target in a flame-like radiance.
18m
Dexterity saving throw
Action
Possible damage types
Radiant
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Topple
Swipe at a creature to knock it
Prone.
Action
Possible damage types
Bludgeoning
Throw
Throw a character or item from the world or your inventory.
Action
Possible damage types
Bludgeoning
Acid
Cold
Fire
Lightning
Thunder
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Fey Ancestry
You have
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.
Advantage on
Saving Throws against being Charmed, and magic can't put you to sleep.Darkness Rules
No game description available.
Initial conditions and difficulty effects 1
Death Ward
The next time damage would reduce the affected entity to 0
hit points, it remains conscious with 1 hit point left.
hit points, it remains conscious with 1 hit point left.Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.