Spellcasting. The cleric is an 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric has the following spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, spare the dying
1st level (4 slots): bless, cure wounds, healing word, shield of faith
2nd level (3 slots): aid, lesser restoration, spiritual weapon
3rd level (3 slots): mass healing word, sending, spirit guardians
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, mass cure wounds
6th level (1 slot): blade barrier, heal
Channel Divinity(2/Short Rest). The cleric can channel the power of their deity and turn it into immense power. They can use this ability 3 times per short or long rest. The cleric has access to the following Divinities(DC 15):
-Turn/Destroy Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It 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. If the undead creature's CR is 2 or lower and it fails, it is instead instantly destroyed.
Divine Intervention(1/day or 1/week). The cleric calls upon their deity to intervene on their behalf. As an action, the cleric can implore their deity's aid. After describing the nature of their wanted assistance, the cleric rolls a 1d100. If the roll is equal to 12 or lower, the deity intervenes (the most appropriate interventions are usually the effects of any cleric or cleric domain spell). This feature can only be used 1 time per long rest if the intervention fails. If the intervention succeeds, then this feature cannot be used again for 7 days.
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Channel Divinity: Turn/Destroy Undead. The cleric uses the Turn/Destroy Undead ability from the Channel Divinity list.
Divine Intervention. The cleric uses the Divine Intervention feature.
Description
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall.
Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Previous Versions
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