Channel Divinity. 1/day.
- Ubtao's Guidance. You grant a creature you can see the clarity of Ubtao's enlightenment. That creature has advantage on all weapon attacks for the next minute or until it drops to 0 HP.
- A-Maze-ing. You attempt to invade the mind of one creature you can see, projecting the illusion of an unsolvable maze upon their consciousness. The creature must make an Intelligence Save vs. your spellsave DC (16), on a fail, they no longer can see or hear the world around them, but rather the illusory maze they are lost in. The creature makes attempts the save again at the end of its turns, or whenever it takes damage. This ability requires Concentration
Spellcasting. The Bara is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Bara has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): blindness/deafness, spiritual weapon, hold person
3rd level (3 slots): dispel magic, spirit guardians, beacon of hope, mass healing word
4th level (2 slots): banishment, guardian of faith, death ward
5th level (1 slots): mass cure wounds
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
The Barae are the spiritual and political leaders of the City of Mezro. Although anyone can become a Bara, many are clerics who rose through the ranks of the clergy. while physically underwhelming, their mighty divine magics are a force to behold.
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