The Secret. When the Cleric enters a room with targets with class levels, the targets as a free action can make a DC 15 Investigation (Intelligence) Check, a DC 12 Insight (Wisdom) Check, or a DC 12 Arcana (Intellgence) Check for targets with a charm effect within their class features or spell lists or have been charmed by Strahd before.
A failed check reveals nothing, a successful check revealed that there is a charm effect active on the Cleric. Inquisitive Archetype Rogues can use Ear for Deceit on this check
Spare the Dying. The Cleric priorities targets which are actively injured, in an attempt to heal them. If it perceives a hostile enemy to be clearly dying, the Cleric will attempt to stabalise the target by using Stabalise.
Cure Wounds. Melee Spell Attack: +7 Attack: to hit, reach 5 ft., one target. Hit: 18 (6d6) Necrotic damage. [roll]1d20+7[/roll] Damage: [roll](if([roll:-1:critical], =0, 6d6, 2{6d6}.expand()))[/roll]
As an action the Cleric reaches it's hands out and touches a creature in an attempt to heal it. Pools of inky black liquid begin to leak from the creature's eyes and flow into the Cleric's eyes. The creature is dealt necrotic damage and the Cleric regains Hit Points equal to half the amount of necrotic damage dealt +7 extra. The creature then has to make a DC 17 Wisdom saving throw, or become frightened until the end of the next turn.
Stabalise. Medicine Check. [roll]1d20+7[/roll]
When the Cleric is within 5 feet of a hostile enemy actively making death saving throws, it will attempt to perform surgery on the dying body. Peeling out it's internal organs and mumbling about finding "it" within the target's body. The Cleric must make a DC 14 Medicine (Wisdom) check. If successful, the target suffers 2 failed death saving throws. When the Target successfully dies, the Cleric heaves a sigh of relief, believeing that it has successfully cured an ailing ally, and believing that the ally simply requires rest.
Shovel. Melee Weapon Attack: +5 to hit, reach 5 ft, one target, Hit: 5 (1d6 +2) bludgeoning damage.
Form of the Dread Healer (1/day).
As an bonus action the Cleric reels in pain as it transforms, causing it's eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant it transform, the Cleric gains 14 (1d10 + 9) temporary hit points. Other creatures within 10 feet of you that can see you must each succeed on a DC 19 Wisdom saving throw or become frightened of it until the end of your next turn. [roll]1d10+9[/roll]
For the next minute, once on each of it's turns the cleric can deal 10 extra necrotic damage to one target when it deals damage to it. [roll]0d20+10[/roll]
Healing Word. Ranged Spell Attack: DC 19 Wisdom saving throw, reach 60 ft, one target. Hit: 8 (4d4) necrotic damage.
As an bonus action the Cleric stands still and distends it's mouth unnaturally long. It then lets out a wail towards a specific creature. The creature then has to make a DC 17 Wisdom saving throw, or become frightened until the end of the next turn
If the Cleric has used Cure Wounds as an action, it cannot use it's bonus action to use Healing Word
Sentinel Attack. You can make any attack with a casting time of one action against an enemy when it exits your reach, not only a melee weapon attack.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action.
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