Acolyte, Elf

Family: NPC

Medium humanoid (elf), any alignment

Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

Skills Medicine +4, Perception +4, Religion +2
Senses darkvision 60 ft., passive Perception 14
Languages Drendali and one other language
Challenge 1/4 (50 XP)

Special Traits

  • Fey Magic. The elf knows the mage hand and minor illusion cantrips (Save DC 10).
  • Elf Weapon Training. The elf has proficiency with the light crossbow, rapier, shortbow, and shortsword.
  • Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can’t put them to sleep.
  • Meditation. Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom (Perception) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest.
  • Spellcasting. The acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:
  • Tattoo Mystic. Elves have proficiency with tattooist’s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest.


  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  • Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.
Section 15: Copyright Notice

People of Ghelspad © 2019, Travis Legge.

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