| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 20 | +5 | +9 |
| CHA | 14 | +2 | +6 |
Fey ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Potent Spellcasting. You add +5 to the damage you deal with cleric cantrips.
Alert. You can't be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
War Caster. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Bond of Peace. As an action, you choose 4 willing creatures within 30 feet of you (this can include yourself) creating a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.
Balm of Peace. (3) As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 +5. A creature can receive this healing only once whenever you take this action.
Spellcasting. The Cleric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):
Cantrips (at will): Guidance, Light, Sacred Flame, Toll the dead
1st level (4): Heroism, Sanctuary, Bless, Detect Magic, Guiding Bolt, Healing Word
2nd level (3): Aid, Warding Bond, Hold Person, Silence, Spiritual Weapon
3rd level (3): Beacon of Hope, Sending, Bestow Curse, Dispel Magic, Revivify, Spirit Guardians
4th level (3): Aura of Purity, Otiluke's Resilient Sphere, Banishment, Death Ward
5th level (1): Greater Restoration, Rary's Telepathic Bond, Summon Celestial
Spiritual Weapon. See spelllist.
Bond of Peace. See last half of description.
Description
Equipment.
Eyes of the Eagle. These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Amulet of the Devout +2. This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
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