Ring of Spell Turning. Advantage on saves for spells that target only you. In addition, if you roll a 20 for the save, the spell has no effect on you and instead reflects upon the caster as the epicenter using the stats of the caster.
Ring of Mind Shielding. Immune to telepathy or mind control.
Legendary Resistance (3/Day). If Master fails a saving throw, it can choose to succeed instead.
Multiattack. The Cleric Master makes three attacks per turn. 1to3 - Warhammer, 1-Heavy Shatter, 1Necrotic Bolt, and 1 Lightning Bolt.
Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning plus (2d8) Thunder damage.
Heavy Shatter. Ranged Attack: 60 ft., AoE 10ft. radius. Targets must succeed on a DC 22 CON save or take (4d8) Thunder damage. A successful save takes half damage.
Lightning Bolt. Ranged Spell Attack: you hurl a bolt of lightning at a creature or object within 120 ft. Make a ranged spell attack against the target +14 to hit. On a hit, the target takes (4d10) Lightning damage.
Necrotic Bolt. Ranged Attack: +14 to hit, range 240 ft., one target. Hit: (5d6) necrotic damage.
Mass Cure Wounds (Recharges 5-6). Range 60 ft., select up to 6 friendly targets in line of sight. Heal (5d8+6).
Destructive Wave (Recharges 6). Each creature you choose within a 30ft. radius of the Cleric Master must make a DC17 CON save or take (5d6) Thunder and (5d6) Necrotic damage and be knocked prone. A successful save will take half damage and not be knocked prone.
Wrath of the Storm. When a creature within 5 ft. hits you with an attack, you can use your reaction to cause the creature to make a DC DEX 22 save or take (2d8) lightning damage and be pushed 10ft away, or on a save half damage and no push.
Counterspell (6th Level - 4 uses/long rest). You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
The Cleric Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cleric Master regains spent legendary actions at the start of its turn.
Call Lightning (costs 1 action). Ranged attack: 120ft., Each creature within 5ft. of that point must make a DC 22 DEX or take (5d10) Lightning Damage, half on a successful save. If there is a storm in the area add (1d10).
Flying Warhammer (costs 1 action). Cleric Master may fly or move up to 30 ft., and make one Warhammer attack.
Thunder Wave (costs 2 actions). Shock wave emanates from the Cleric Master in a 30ft. cone. Every creature within the AoE must make a DC 22 CON save or take (5d8) Thunder damage, plus and be pushed out of the cone. A successful save will take half damage and remain in their current position.
Description
Thunder Cleric Masters are the leaders of their orders. They teach and train young zealots into fully fledged clerics. Secretly, he is the second brother of Barron Hawkin. His name is Angus (force,strength,energy) Shamus Hawkin, or ASH for short.
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