Dark Devotion. The cult leader has advantage on saving throws against being charmed or frightened.
Channel Magical Might: When you use an action to cast a spell, you can expend a use of your channel divinity to give one of the targets of that spell disadvantage on its saving throws against the spell this turn.
Spellcasting. The cult leader is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The cult leader has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy, toll the dead, resistance
1st level (4 slots): command, inflict wounds, shield of faith, bane, healing word
2nd level (3 slots): hold person, guiding bolt, blindness/deafness, enhance ability
3rd level (3 slot): bestow curse, dispel magic, mass healing word, spirit shroud
4th level (3 slots): aura of purity, banishment, death ward, guardian of faith
5th level (2 slots): flame strike, summon celestial
Multiattack. The cult leader makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 5) piercing damage. Character must make a DC 17 CON save or take (2d6) poison damage.
War Mage: If the Cult Leader uses Multiattack, he can use his Bonus Action to cast a Spell or Cantrip
Shield of Faith: shield of faith
Healing Word: healing word
Mass Healing Word: mass healing word
Sanctuary: sanctuary
Spirit Shroud: spirit shroud
Description
Cult leaders are the hierarchy of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
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