Aura of Warding. Allies within 10 feet gain resistance to radiant and necrotic damage.
Divine Healing (3/Day). The cleric can use an action to heal a creature for 20 hit points.
Helm’s Blessing (1/Day). As a bonus action, the cleric grants all allies within 30 feet advantage on their next saving throw.
The cleric is a 6th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They have the following spells prepared:
Cantrips (At Will): Sacred Flame, Guidance, Thaumaturgy
1st Level (4 slots): Shield of Faith, Cure Wounds, Command
2nd Level (3 slots): Hold Person, Spiritual Weapon, Lesser Restoration
3rd Level (3 slots): Beacon of Hope, Dispel Magic, Spirit Guardians
4th Level (1 slot): Guardian of Faith
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Sacred Flame. Ranged Spell Attack: One creature within 60 ft. must make a DC 15 Dexterity saving throw or take 11 (2d8) radiant damage.
Healing Word (Bonus Action). The cleric restores 10 (2d4 + 5) hit points to a creature within 60 feet.
Spiritual Weapon (Bonus Action). The cleric summons a spectral weapon within 60 feet that lasts for 1 minute. On activation, it makes a melee spell attack (+7 to hit), dealing 9 (1d8 + 4) force damage.
Divine Shield. When an ally within 10 feet is hit, the cleric can use its reaction to grant the ally +2 AC until the end of the turn.
Rebuke the Wicked. When the cleric takes melee damage, they can use their reaction to force the attacker to make a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Description
The Cleric of Helm is a powerful healer and support unit while still being able to hold their own in combat.
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