Saving Throws Wis +5, Cha +6
Skills Insight +5, Medicine +5, Persuasion +6, Religion +3
Damage Resistances radiant (from Aura of Devotion, optional)
Senses passive Perception 12
Languages Common, Celestial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Spellcasting Ability: Charisma (Paladin) and Wisdom (Cleric)
Spell Save DC: 14 (Paladin), 13 (Cleric)
Spell Attack Modifiers: +6 (Paladin), +5 (Cleric)
Spell Slots: 4 (1st), 2 (2nd) – Shared pool
Prepared Spells (Paladin):
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1st level (Bless, Shield of Faith, Divine Favor)
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2nd level (Lesser Restoration, Magic Weapon)
Cleric Domain Spells (Always Prepared):
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Bless, Cure Wounds
Cleric Cantrips:
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Sacred Flame, Guidance, Thaumaturgy
Divine Smite (1st-2nd Level, 5/day)
When Ciera hits with a melee weapon attack, she may expend a spell slot to deal 2d8 radiant damage for 1st-level, or 3d8 for 2nd-level, plus 1d8 per slot level above 1st.
Lay on Hands (30 HP/day)
As an action, Ciera can heal a creature she touches by restoring HP from a pool of 30 HP. She can also expend 5 HP to cure one disease or poison.
Aura of Protection (10 ft.)
Ciera and allies within 10 feet gain a bonus to all saving throws equal to her Charisma modifier (+3).
Channel Divinity (1/rest)
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Sacred Weapon: Adds +3 to attack rolls for 1 minute.
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Turn the Unholy: Fiends and undead must make a DC 14 Wisdom save or be turned.
Disciple of Life
Healing spells restore +2 + spell level additional HP.
Multiattack. Ciera makes two melee attacks with her longsword.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 slashing damage (versatile 1d10 + 3).
(+2d8 radiant if using Divine Smite)
Channel Divinity: Preserve Life (1/rest).
As an action, Ciera can distribute up to 15 HP among creatures within 30 feet, up to half of each creature’s max HP.
Shield of Faith (1st-level spell, concentration). +2 AC to a creature for up to 10 minutes.
Divine Favor (1st-level spell). Adds 1d4 radiant damage to weapon attacks for up to 1 minute (concentration).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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