Medium Or Small Humanoid (Any Race, Cleric), Any Alignment
Armor Class 17 (Half Plate, Shield)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
14 (+2)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws INT +8, WIS +11, CHA +7
Skills Insight +11, Religion +8
Senses Passive Perception 15
Languages Common And one additional language
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Class: Cleric. The Cleric is Considered a 20th Level Cleric.

Channel Divinity (3/Day). The Cleric Has a Well of Divine Power that They can Use to Produce Wonderous Magical effects.

Divine Intervention (Recharge 7 Days). The Cleric Calls for Aid rom their Deity typically in he Response of a Cleric Spell or Some other Godly Effect.

Special Equipment. The Cleric Possesses a Necklace of Prayer Beads, as well as Periapt of Health or a Periapt of Wound Closure, they also Possess a Cloak of Protection or an Uncommon/Rare Staff, and Finally they keep a Legendary or Artifact Magic Item on their their Person Typically representing an Artifact of their Faith.

Actions

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Sacred Flame. The Cleric Chooses a Creature within 60 ft of it the Target must make a DC 19 Dexterity Saving Throw or take 18 (4d8) Radiant damage. The Target gains no Benefit from Cover for this Saving Throw.

Turn Undead. The Cleric expends a Use of their Channel Divinity and causes Each Undead That can see or Hear them within 30 ft to Make a DC 19 Wisdom Saving Throw, on a Failure the Creature becomes Turned for 1 Minute. If an Undead Creature is CR 3 or Lower they Die Instantly.

Spellcasting. The Cleric is a 20th Level Spellcaster. It's Spellcasting Ability is Wisdom (DC 19, +11 to hit with Spell Attacks) They have the Following Cleric Spells Prepared:

Cantrips (At Will): Guidance, Light, Spare the Dying, Thaumaturgy

1st Level (4 Slots): Inflict Wounds, Sanctuary, Shield of Faith

2nd Level (3 Slots): Blindness/Deafness, Silence

3rd Level (3 Slots): Bestow Curse, Remove Curse, Revivify

4th Level (3 Slots): Banishment, Death Ward, Divination, Guardian of Faith

5th Level (3 Slots): Commune, Dispel Evil and Good, Greater Restoration, Hallow

6th Level (2 Slot): Create Undead, Forbiddance, Harm, Planar Ally

7th Level (2 Slot): Conjure Celestial, Divine Word

8th Level (1 Slot): Holy Aura

9th Level (1 Slot): Mass Heal, True Resurrection

Description

Healers and Warriors


Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.


Cleric Voices of God are The Religious Leaders of their Worlds Faith, they possess an authority that Is considered to Rival that of Emperors and Kings, they're seen as answerable Exclusively to their Gods w/ power Far Greater than what most people think Mortals are Capable of, by all accounts To the Average Person these Voices are More Godlike than the Gods they serve but to those who are more intimate w/ their Faiths serve as reason to Pray to their Faith intimately. A single Faith typically only possesses 1 Voice of God at any Given Time however In Rare Instances (Most of the Time due to Political Reasons) 2 Clerics may serve as Voices of Gods to their Faiths. At any Given Time 1d10-1 Archpriests are in Regular Contact or Directly within Access of the Voice.

 

Variants


Some Clerics are Given Greater Powers By their Gods to Do More Feats of Divine Magic:

Blessed Strikes (1/Turn). When the Cleric Deals Damage with a Weapon or Cantrip they deal an additional 1d8 Radiant Damage 

Harness Divine Power. The Cleric Expends a Use of their Channel Divinity to Regain a 3rd Level Spell Slot.

Previous Versions

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Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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