Cleric of the Brew
Creature Codex (3pp)
- Tamaño
- Mediano
- Tipo
- humanoid (dwarf)
- Alineamiento
- Any Good Alignment
- CA
- 18 (chain shirt, shield)
- Puntos de golpe
- 104 (16d8+32)
- Velocidad
- walk 25 ft.
- Salvaciones
- Con +5, Wis +7
- Habilidades
- Medicine +7, Persuasion +4, Religion +3
- Resistencias
- poison
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 14
- Idiomas
- Common, Dwarvish
- Desafío
- 5
Rasgos
Master Brewer
The cleric has a +6 bonus on ability checks to brew beer, has advantage on saving throws against poison, and can't be intoxicated unless it chooses to be.
Spellcasting
The cleric of the brew is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The cleric of the brew has the following Cleric spells prepared:
- Cantrips (at will): guidance, light, mending, sacred flame
- 1st level (4 slots): cure wounds, healing word, heroism, purify food and drink
- 2nd level (3 slots): hold person, prayer of healing, spiritual weapon
- 3rd level (3 slots): aura of vitality, dispel magic, spirit guardians
- 4th level (2 slots): confusion, freedom of movement
Acciones
Multiattack
The cleric can use its Intoxicating Burp. It then makes two divine strike attacks.
Divine Strike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage.
Divine Brew
The cleric drinks, or administers to an ally, one of the beer goddess' holy ales. For 1 minute, the drinker is immune to being frightened, gains 7 (2d6) temporary hp, and has advantage on ability checks based on Charisma. The creature can't benefit from Blessed Brew again until it finishes a short or long rest.
Intoxicating Burp
The cleric of the brew belches revoltingly in the face of a single creature within 5 feet. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cleric's Intoxicating Burp for the next 24 hours.
Boot and Rally (Recharges after a Short or Long Rest)
Allies within 30 feet of the cleric who are frightened, paralyzed, poisoned, or stunned by an effect that allows repeated saving throws (such as a dragon's Frightful Presence) have advantage on the next saving throw. A creature that succeeds on the saving throw regains 7 (2d6) hp.
recharge
SHORT
Conjuros
guidance, light, mending, sacred flame, cure wounds, healing word, heroism, purify food and drink, hold person, prayer of healing, spiritual weapon, aura of vitality, dispel magic, spirit guardians, confusion, freedom of movement
Espacios de conjuro
0, 4, 3, 3, 2