Hellrider Cleric
- Hit points · HP
- 79
- Armour class · AC
- 21
- Level
- 10
- Strength
- 12+1
- Dexterity
- 14+2
- Constitution
- 15+2
- Intelligence
- 10+0
- Wisdom
- 18+4
- Charisma
- 12+1
Attacks and skills 8
Mass Healing Word
Level 3 spell
Heal your nearby allies.
Bonus ActionLevel 3 spell slot
Radiance of the Dawn
The sun's divine power dispels any magical darkness.
Constitution saving throw
ActionChannel Divinity
Possible damage types
Radiant
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Cure Wounds
Level 1 spell
Heal a creature you can touch.
1.5m
ActionLevel 1 spell slot
Flame Strike
Level 5 spell
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
18m
Dexterity saving throw
ActionLevel 5 spell slot
Possible damage types
Fire
Radiant
Lesser Restoration
Level 2 spell
Cure a creature from disease, poison, paralysis or blindness.
1.5m
ActionLevel 2 spell slot
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Sacred Flame
cantrip
Engulf a target in a flame-like radiance.
18m
Dexterity saving throw
Action
Possible damage types
Radiant
Traits 5
Superior Plate
You take 1 less Piercing damage.
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Hellish Resistance
You have resistance to Fire damage, taking only half damage from it.
Darkness Rules
No game description available.
Initial conditions and difficulty effects 1
Freedom of Movement
Movement speed can't be reduced by Difficult Terrain, spells, or magical effects. Can't be Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.