Spellcasting. The cleric is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): sacred flame, toll the dead, thaumaturgy, light
1st level (4 slots): charm person, bless, disguise self, cure wounds, guiding bolt, healing word, inflict wounds
2nd level (3 slots): hold person, pass without trace, spiritual weapon, blindness/deafness, mirror image
3rd level (3 slots): blink, dispel magic, spirit guardians, magic circle
4th level (2 slots): polymorph, dimension door, banishment
Invoke Duplicity (2/Day). As an action, the cleric can create an illusion of itself that lasts for 1 minute, or until it loses its concentration (as if you were concentrating on a spell). The illusion appears within 30 ft. of it. As a bonus action, the cleric can move the illusion up to 30 ft., but it must remain within 120 ft.of it. The cleric can cast spells as the illusion, and when both it and its illusion are within 5 feet of a creature that can see the illusion, the cleric has advantage on attack rolls against that creature.
Constructed Resilience. The cleric was created to have remarkable fortitude, represented by the following benefits:
- The cleric has advantage on saving throws against being poisoned, and it has resistance to poison damage.
- The cleric is immune to disease.
- The cleric doesn’t need to sleep, and magic can’t put them to sleep.
Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 1) piercing damage.
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