Cleriga of the Iron Covenant

Stories describe a woman who rose through a mercenary order by rewriting the rules for sieges and prisons. She was said to have broken entire gangs of raiders into obedient squads through a combination of kindness and binding law. Villagers praise her for protection; escaped captives call her the Binder.

MediumHumanoid(Human (war cleric))CR Moderate (CR 5)Lawful Neutral

Cleriga of the Iron Covenant

ClericHumanControllerMartial SpellcasterOrder
HP78AC18SPD30 ft.CR5 (1,800 XP)PerceptionInsightIntimidation
STR
16
DEX
12
CON
14
save
INT
10
WIS
18
save
CHA
13
Spellcasting. The Cleriga is a 7th-level cleric of the War Domain for mechanical purposes in this statblock. Spell save , spell attack +7. She prepares the spells listed under Spells and uses Channel Divinity as detailed.
War Priest. As a bonus action when the Cleriga takes the Attack action, she may make one weapon attack. She can use this feature a number of times equal to her Wisdom modifier (4) and regains uses on a long rest.
Channel Divinity: Guided Strike and War God's Blessing. When the Cleriga makes an attack roll she can use her Channel Divinity to add +10 to the roll after seeing it but before the DM declares success. She can also use a Channel Divinity reaction to grant a creature within 30 feet a bonus to an attack roll they have made, chosen after seeing the roll.
Divine Strike. Once on each of her turns when she hits a creature with a weapon attack, she can cause the attack to deal an extra radiant damage.
Disciplined Eye. The Cleriga has advantage on Wisdom (Insight) checks made to detect the intentions and discipline of soldiers, prisoners, or anyone operating under strict orders.
War Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage plus 5 () radiant damage from Divine Strike. If the target is a creature, the Cleriga may immediately attempt a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) to shove the target 5 feet and knock it prone on a success. The Divine Strike extra radiant damage can be used once on each of the Cleriga's turns.
Shield Bash (requires shield). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage. On a hit the Cleriga can attempt to Disarm the target forcing them to drop one held item. The target can resist by succeeding on a Strength saving throw.
Manifested Command. The Cleriga calls a spectral blade of divine will to strike a target within 60 feet. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 14 () force damage. The Cleriga can cast Spiritual Weapon without using a spell slot as an action and the weapon created by that casting lasts for 1 round. This ability reflects the Cleriga's practiced ritual to place a controlling focus on the battlefield.
Channel Divinity: Guided Strike and War God's Blessing. When an ally within 30 feet makes an attack roll, the Cleriga may use her Channel Divinity to grant that creature a bonus to the roll after seeing it but before the DM declares the outcome. Additionally she may use Guided Strike on her own attack roll to add +10 to that attack once per Channel Divinity usage.
Interposing Shield. When a hostile creature within 5 feet attempts to move past the Cleriga or tries to attack someone she protects, she may interpose her shield and impose disadvantage on that attack. This reaction can be used twice per short rest.
Cantrips
Cantrips (Guidance, Thaumaturgy, Spare the Dying)Varies Casting ability Wisdom. The Cleriga casts these spells as a prepared cleric with a small selection appropriate to her worship. She uses bonus action War Priest attacks and Channel Divinity as noted.
1st level
Prepared 1st Level (Shield of Faith, Command, Divine Favor)Abjuration/Enchantment Shield of Faith provides +2 AC to a target for up to 10 minutes with concentration. Divine Favor adds radiant damage to weapon attacks.
2nd level
Prepared 2nd Level (Spiritual Weapon, Magic Weapon, Hold Person)Evocation/Enchantment Spiritual Weapon creates a floating weapon that attacks as a bonus action for force damage. Magic Weapon can temporarily make a weapon magical.
3rd level
Prepared 3rd Level (Spirit Guardians, Crusader's Mantle)Conjuration/Evocation Spirit Guardians radiates around the Cleriga, slowing and damaging enemies of a different alignment. Crusader's Mantle grants allies extra radiant damage on hits.
4th level
Prepared 4th Level (Freedom of Movement, Stoneskin)Abjuration Freedom of Movement or Stoneskin are used in fortress defense. Use as a situational higher-level option if the encounter or lair warrants.
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