Level 3
None.
Level 5
Divine Eminence. As a bonus action, the cleric can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the cleric expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Level 7
Blessed Healer. The healing spells the cleric casts on others heal the cleric as well. When the cleric casts a spell of 1st level or higher that restores hit points to a creature other than themselves, they regain hit points equal to 2 + the spell’s level.
Level 10
None.
Level 13
None.
Level 15
Channel Divinity: Divine Wrath. When the cleric rolls lightning, thunder, fire, radiant or necrotic damage, they may deal maximum damage, instead of rolling. This may be used once per long rest, and gains additional one additional use at levels 18 and 20 (Max 3).
Level 18
None.
Level 20
Supreme Healing. When the cleric would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, they restore 12.
Spellcasting. The cleric may cast spells as an action based on its level. The cleric uses Wisdom as its spellcasting stat and has the following modifiers/DCs depending on its level: +3/DC 12(lvl3); +5/DC 14(lvl7); +7/DC 16(lvl13); +9/DC18(lvl15); +11/DC 20(lvl18)
The cleric has access to other spells at the DM's discretion as well. The following are simply suggestions for combat based encounters.
Cantrips
Sacred Flame. Flame-like radiance descends on a creature that the cleric can see within 60 ft. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
This spell's damage increases by 1d8 when the cleric reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Toll the Dead. The cleric points at one creature they can see within 60 ft. and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by 1d6 when the wizard reaches 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Word of Radiance. The cleric utters a divine word, and burning radiance erupts from them. Each creature of their choice that they can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Level 1 Spells (3/Day)
Cure Wounds; Guiding Bolt; Inflict Wounds; Bless; Command
Level 2 Spells (3/Day)
Lessor Restoration; Silence; Hold Person; Spiritual Weapon; Calm Emotions
Level 3 Spells (3/Day - Available at level 5)
Bestow Curse; Dispell Magic; Mass Healing Word; Revivafy; Spirit Guardians
Level 4 Spells (1/Day - Available at level 7. Increases to 3/Day at higher levels)
Banishment; Death Ward; Freedom of Movement; Guardian of Faith; Locate Creature
Level 5 Spells (2/Day - Available at level 10. Increases to 3/Day at higher levels)
Contagion; Flame Strike; Greater Restoration; Mass Cure Wounds; Scrying; Summon Celestial Spirit (UA)
Level 6 Spells (1/Day - Available at level 13. Increases to 2/Day at level 18)
Harm; Heal; Word of Recall; True Seeing; Otherworldly Form (UA)
Level 7 Spells (1/Day - Available at level 13. Increases to 2/Day at level 20)
Divine Word; Fire Storm; Regenerate; Temple of the Gods; Plane Shift
Level 8 Spells (1/Day - Available at level 15)
Antimagic Field; Control Weather; Earthquake; Holy Aura
Level 9 Spells (1/Day - Available at level 18)
Gate; Mass Heal; True Resurrection; Astral Projection; Wish* (Divine Intervention)
Level 3
None.
Level 5
None.
Level 7
None.
Level 10
Guided Strike (Recharges after a Short or Long Rest). The cleric grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The cleric can make this choice after the roll is made but before it hits or misses.
Level 13
None.
Level 15
Warding Flare. When the cleric or their ally is attacked by a creature within 30 feet of them by an enemy they can see, the cleric may use their reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. This feature may be used 3 times and regains all uses on a long rest.
Level 18
None.
Level 20
None.
Description
This is a Modular approach to an NPC cleric. When using this statblock, the DM must use good judgment to determine appropriate challenge ratings and stats for the NPC clerics they use. The base stats provided are for a level 3 cleric.
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