Adherent of Iron War Cleric
Medium Human War Cleric , Lawful Neutral
Armor Class 19
Hit Points 91
Speed
30ft
Saving Throws Wisdom, +8. Charisma +7
Skills • Ritual Casting
• War Priest (if attack action, add attack as bonus action, up to uses per day)
• Channel Divinity (2 uses betw. short or long rests)
• Channel Divinity: Turn Undead (within 30 ft., Wisdom save or turned 1 min. or until damaged)
• Channel Divinity: Guided Strike (+10 to attack)
• Destroy Undead (CR 1 or lower)
• Channel Divinity: War God's Blessing (+10 to attack to ally)
• Divine Strike (+1d8 damage once per turn)
Sacred Flame Cantrip. Ranged Spell Attack: Targets creature within 60 feet that you can see. That creature makes a DC 17 Dexterity saving throw or takes 2d8 radiant damage. (No damage if made save.)
Damage Immunities Divine power from the god Eigeralon
Languages Common, dwarven, Elven, Infernal
Challenge 13
Description
The zealot class warriors of the Adherents of Iron.
Spellcasting [PHB p. 201]
Spell Attack Modifier +9
Spell Save DC 17
Cantrips Known: Guidance, Light, Resistance, Sacred Flame, Thaumaturgy
1/day: Prepared Spells
1st Level (4 slots): Divine Favor*, Shield Of Faith*, Cure Wounds, Command, Bane
2nd Level (3 slots): Magic Weapon*, Spiritual Weapon*, Hold Person, Enhance Ability, Lesser Restoration, Augury
3rd Level (3 slots): Crusader's Mantle*, Spirit Guardians*, Clairvoyance, Dispel Magic, Daylight, Magic Circle
4th Level (3 slots): Freedom Of Movement*, Stoneskin*, Banishment, Death Ward
5th Level (2 slots): Flame Strike*, Hold Monster*, Raise Dead, Contagion
Actions
Mace. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 2d10 + 5. bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +7. to hit. Hit: 2d10 +4. piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)
Sacred Flame Cantrip. Ranged Spell Attack: Targets creature within 60 feet that you can see. That creature makes a DC 17 Dexterity saving throw or takes 2d8 radiant damage. (No damage if made save.)
Carried Gear (PHB, p. 143): scale mail (AC 14), shield (AC +2), mace, set of fine clothes, noble house's or faith's banner, writ of service, a purse. (This load is about 112 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 561 gold pieces (gp 9 silver pieces (sp 62 copper pieces (cp 3 gems (worth 100 gp each)
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