Special Trait Name. Enter the description for your special trait.
Spellcasting. The Cleric of Asmodeus is a 6th-level spellcaster. Its spellcasting ability is Wisdom or Charisma (spell save DC 17, +9 to hit with spell attacks). The Cleric, has following Cleric and Warlock spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Guidance, Prestidigitation, Resistance, Spare the Dying, Thaumaturgy, Toll the Dead
1st level (4 slots): Bane, False Life, Hex, Inflict Wounds, Ray of Sickness
2nd level (3 slots): [Bane], [Blindness/Deafness], [Borrowed Knowledge], [False Life], [Inflict Wounds], [Locate Object], [Ray of Enfeeblement], [Ray of Sickness]
3rd level (3 slots): [Animate Dead], [Bane], [Bestow Curse], [Blindness/Deafness], [Dispel Magic], [False Life], [Inflict Wounds], [Ray of Sickness], [Speak with Dead], [Vampiric Touch]
4th level (4 slots): [Animate Dead], [Bane], [Bestow Curse], [Blight], [Blindness/Deafness], [Death Ward], [Dispel Magic], [False Life], [Inflict Wounds], [Ray of Sickness], [Speak with Dead], [Vampiric Touch]
5th level (2 slots): [Animate Dead], [Antilife Shell], [Bane], [Bestow Curse], [Blight], [Blindness/Deafness], [Cloud Kill], [Contagion], [Dispel Magic], [False life], [Greater Restoration], [Inflict Wounds], [Raise Dead], [Ray of Sickness], [Vampiric Touch]
6th level (1 slots): [Animate Dead], [Bane], [Bestow Curse], [Blight], [Blindness/Deafness], [Cloud Kill], [Create Undead], [Dispel Magic], [False life], [Harm], [Inflict Wounds], [Ray of Sickness], [Vampiric Touch]
[Ring of Water Walking] While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
[Staff of Withering]
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
[Charlatan's Die] Whenever you roll this six-sided die, you can control which number it rolls.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Touch of Death: (No Action) When you hit a creature with a melee attack, you can spend a Channel Divinity use to deal an extra 29 points of necrotic damage.
Necrotic damage you deal with your spells or Channel Divinity ignores resistance.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage.
Staff of Withering. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (1d6 + 2) [bludgeoning] damage + (2d10) [necrotic] damage if charge expelled
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: (1d8 + 3) [piercing] damage.
Chill Touch. Ranged Cantrip Attack: +9 to hit, range 120 ft., 2 targets. Hit: (3d8) [necrotic] damage. Target can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
Eldritch Blast. Ranged Cantrip Attack: +7 to hit, range 120 ft., 1 target. Hit: (1d10) [force] damage.
[Cloak of Many Fashions] While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments