Line Tactics. The priest has advantage on attack rolls against a creature if at least one ally is within 5 feet of the soldier and isn't incapacitated.
Fearless Faith. The priest is immune to being frightened.
Multiattack. The priest makes two melee attacks.
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, plus 7 (2d6) radiant damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Radiance of Dawn. As an action the priest can present their holy symbol, and any magical darkness within 30 feet of them is dispelled. Additionally, any hostile creature within 30 feet of it must make a constitution saving throw. A creature takes 16 (2d10+5) radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from the priest is not affected.
Spellcasting. The war priest casts one of the following spells, using wisdom as the spellcasting ability (spell save DC 15):
at will: Guidance, Light, Resistance, Sacred Flame, Word of Radiance
2/day each: Burning Hands, Guiding Bolt, Healing Word, Shield of Faith
1/day each: Beacon of Hope, Flaming Sphere, Hold Person, Prayer of Healing, Spirit Guardians, Fireball, Scorching Ray
Healing Light (2/day). The war priest or one creature of its choice within 60 feet of it regains 13 (2d8+4) hit points.
Warding Light (4/long rest). When the priest is attacked by a creature that can be blinded within 30 feet that the priest can see, the priest can use its reaction to impose disadvantage on the attack roll.
Description
Within the order of the Knights penitent there are those who have fully dedicated themselves to the worship of the Light. As such they have been blessed with incredible healing and magical abilities that far exceed their knightly counterparts. Some of these priests become War Priests, heading into battle with their warrior brethren to act as medics and clerics.
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