Largesse Initiate| Free Monster for D&D and PF2e

Designed by Hannah Wilkins
PF2e Conversion by David N. Ross
A largesse initiate is a young scholar-warrior still finding their place between book-learning and battlefield instinct. Newly inducted into their order, these wanderers travel from village to village offering advice on magical disturbances, teaching eager students, and stepping in when arcane threats arise. Though talented and well-studied, they haven’t yet learned to fully trust their own power—so they rely on agility, discipline, and a sturdy quarterstaff while their growing command of magic flickers at their fingertips.
Largesse Initiate - D&D 5e
Initiate. The initiate is an individual recently brought into the ranks of the scholar–warriors. While they have a good grasp on magic and history, they have not yet learned to trust the forces of magic, so they carry a quarterstaff to protect themselves. One will often find them traveling across the countryside to assist and advise on magical problems and teach magic to those interested.
Largesse Initiate
Medium humanoid (any), neutral good
Armor Class 15 (unarmored defense)
Hit Points 78 (12d8 + 24)
Speed 40 ft., climb 15 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
10 (+0) |
18 (+4) |
14 (+2) |
16 (+3) |
14 (+2) |
10 (+0) |
Saving Throws Dex +5, Int +6, Wis +5
Skills Acrobatics +7, Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, and one other language
Challenge 4 (1,100 XP) Proficiency Bonus +3
Evasion. When the initiate is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half damage on a fail.
Unarmored Defense. While the devotee is wearing no armor and wielding no shield, the AC includes its Intelligence modifier.
Spellcasting. The devotee’s spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks). It can cast the following spells:
At will: detect magic, shillelagh, shocking grasp (2d8)
3/day: blindness/deafness, dimension door, hypnotic pattern
Actions
Multiattack. The devotee makes one open palm strike and one quarterstaff attack. It can replace its open palm strike with an arcane bolt attack.
Open Palm Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) magical bludgeoning damage, or 9 (1d8 + 4) magical bludgeoning damage if used with two hands.
Arcane Bolt. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 6 (1d6 + 4) radiant damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of the initiate’s next turn.
Reactions
Arcane Deflection (Recharge 6). The initiate or an ally it can see within 10 feet of it is targeted by a single-target spell. The initiate makes a check using its spellcasting modifier against the caster’s DC. On a success, the devotee twists the spell to target the original caster or a target within 5 feet of them as if it was the caster.
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