Divine Sense (5/day). As an action, Richter can open his awareness to detect the forces of good and evil forces. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Lay On Hands. Richter blessed touch can heal wounds. He has a pool of healing power that replenishes when you take a long rest. As an action, you can touch a creature and draw power from the pool to restore up to 40 hit points.
Divine Smite. When Richter hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health. Richter is immune to disease.
Divine Intervention. As an action. Richter can call for assistance form Saint Bernhardt. Roll percentile dice, if he rolls 13% or lower, his patron intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If Saint Bernhardt intervenes, he can’t use this feature again for 7 days. Otherwise, he can use it again after he finishes a long rest.
Potent Spellcasting. Richter adds his Wisdom modifier to the damage he deals with any cantrip.
Spellcasting. Richter is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots):bless, burning hands, ceremony, cure wounds, detect magic, faerie fire, healing word, shield of faith
2nd level (3 slots): flaming sphere, gentle repose, prayer of healing, protection from poison, scorching ray, spiritual weapon, zone of truth
3rd level (3 slots): daylight, fireball, sending, spirit guardians
4th level (3 slots): banishment, guardian of faith, locate creature, wall of fire
5th level (2 slots): flame strike, greater restoration, holy weapon, legend lore, mass cure wounds, scrying
6th level (1 slot): heal
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Radiance of the Dawn (Recharge 6). Each creature within 30 feet of Richter that can see him must make a DC 18 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one.
Abjure the Extraplanar (Recharge 5). Richter presents his holy symbol and each elemental, fey, fiend, or aberration within 30 feet of him that can hear him must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from Richter as it can, and it can’t willingly move to a space within 30 feet of him. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Warding Flare. When Richter is attacked by a creature within 30 feet of him that he can see, he can use his reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune.
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