Spellcasting. The cleric’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The spellcaster has following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1/day each: bless, divination, detect evil and good, hold person, dispel magic, spiritual weapon (4th level)
3/day each: cure wounds (2nd level), inflict wounds (2nd level)
Potent Spellcasting. Once per turn, if the cleric deals damage to a creature with a cantrip they can add an extra 1d8 of radiant damage.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6+2) bludgeoning damage.
Turn Undead (2/LR). 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 CR 1 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 them. 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 from moving. If there's nowhere to move, the creature can use the Dodge action.
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