Spellcasting. The cleric's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cleric can cast the following cleric spells.
At will: guidance, light, sacred flame, thaumaturgy
1/day each: bless, detect evil and good, dispel magic, divination, divine word, flame strike, heal, hold person, spiritual weapon, (Trickery variant only) pass without trace (4th level)
3/day each: cure wounds, inflict wounds, (Trickery variant only) disguise self (3rd level)
Divine Intervention (1/day). The cleric calls on their deity for aid. Roll a d100. If the result is 14 or less, the cleric gains the effects of a single cleric spell that they choose. The cleric does not need to concentrate on this effect and any required saving throws are made against a DC of 20. If their call is successful, the cleric cannot use this feature for seven days.
Turn Undead (1/rest). Each undead that can see or hear the cleric and is within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If it is a CR 3 or below, it is destroyed instead. A turned creature must spend its turns trying to move as far away from the cleric as it can, and it can't willingly move to a space within 30 feet of t hem. It can't take reactions and for its action, it can use only the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, the creature can use the Dodge action.
Comments