Earth Cleric
Medium humanoid (any race), any alignment
Armor Class: 16 (scale mail, shield)
Hit Points: 67 (9d8 + 18)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 14 (+2) | 10 (+0) | 18 (+4) | 8 (-1) |
Saving Throws: Wisdom +7, Charisma -1
Skills: Medicine +7, Religion +4
Senses: passive Perception 14
Languages: any two languages (usually Common and one associated with their deity)
Challenge: 3 (700 XP)
Actions:
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Searing Smite. As a bonus action, the cleric imbues their weapon with divine power. The next time they hit with a melee weapon attack before the spell ends, the weapon deals an extra 1d6 fire damage to the target, and the target must make a DC 15 Constitution saving throw or be blinded until the spell ends. The spell lasts for 1 minute or until used.
Features:
Divine Domain: Earth. The cleric's spells and abilities focus on the power of earth and stone.
Channel Divinity: Destructive Wrath. The cleric can use their Channel Divinity to deal maximum damage with a spell or effect that deals damage.
Spellcasting. The cleric is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, command, detect evil and good, sanctuary
2nd level (3 slots): aid, find traps, lesser restoration
3rd level (3 slots): create food and water, meld into stone, protection from energy
4th level (3 slots): freedom of movement, stone shape
5th level (2 slots): greater restoration, wall of stone
6th level (1 slot): move earth
Stonecunning. The cleric has advantage on Intelligence (History) checks related to stonework.
Equipment: shell mail, shield, mace, holy symbol, 20 gp.