Spellcasting. The cleric is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The cleric has the following cleric spells prepared:
Cantrips (at will): resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, guiding bolt, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): dispel magic, meld into stone, spirit guardians
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): flame strike
Turn Undead (2/Day). Each undead within 30 feet of the cleric that can see or hear it must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. The creature is instantly destroyed if its challenge rating is 1 or lower.
A turned creature must spend its turns trying to move as far away from the cleric as it can, and it can’t willingly move to a space within 30 feet of the cleric. The creature also can’t take reactions. 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.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Description
Clerics are divine agents who represent their deity through their actions. Whatever they worship, clerics are selected to be conduits of divine power.
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