Sources
CR
Type
Size
Alignment
Movement

Occult Initiate

Small/Medium Humanoid (sorcerer), Any alignment

Armor Class 12
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
10
+0
CHA
16
+3
Skills Arcana +6, Deception +5, History +4, Perception +2
Senses passive Perception 12
Languages Common plus one other language
Challenge 2 (450 XP)

Spellcasting

Spellcasting. 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

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage plus 7 (2d6) psychic damage.

Arcane Blast (Recharge 5–6). 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.

Lore

Occult initiates are the most recent inductees into their organization and the members of the organization most often encountered by outsiders.