Epic Cleric

Family: NPC

Medium humanoid (hill dwarf), neutral good cleric (life, war) 23

Armor Class 22 (+3 plate)
Hit Points 255 (23d8+138)
Speed 25 ft.

15 (+2) 12 (+1) 20 (+5) 15 (+2) 20 (+5) 17 (+3)

Saving Throws Wis +11, Cha +9; Proficiency +7
Skills History +8, Insight +11, Perception +11, Religion +8
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 21
Languages Celestial, Common, Dwarvish


  • Blessed Healer. When the epic cleric casts a spell of 1st-level or higher that restores hit points to a creature other than himself, the epic cleric regains hit points equal to 2 + the spell’s level.
  • Channel Divinity (3/Short Rest). Choose one of the following effects: Guided by the Gods. The epic cleric can use their Channel Divinity to gain a +10 bonus when making an attack roll (they can choose after seeing the roll and before the GM declares whether it is a hit or a miss).
  • Preserve Life. As an action, the epic cleric presents their holy symbol and evokes healing energy that restore 105 hit points. The epic cleric chooses any creatures within 30 feet and divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. The epic cleric can’t use this feature on an undead or a construct.
  • Turn Undead. As an action, the epic cleric presents their holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear the epic cleric must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 5 or below. A turned creature must spend its turns trying to move as far away from the epic cleric as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Disciple of Life. Whenever the epic cleric uses a spell of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
  • Divine Intervention (1/Week). Using an action, the epic cleric asks deities to intervene. The GM chooses the nature of the intervention; the effect of any epic cleric spell or epic cleric domain spell would be appropriate.
  • Divine Strike (1/Turn). When the epic cleric hits a creature with a weapon attack, they can cause the attack to deal an extra 9 (2d8) radiant damage to the target.
  • Dwarven Resilience. The epic cleric has advantage on saving throws against poison.
  • Make War (5/Long Rest). The epic cleric can use a bonus action to make one weapon attack when they take the Attack action.
  • Otherworldly Ally (1/Long Rest). The epic cleric can use an action to innately cast conjure celestial without the need for concentration, summoning a celestial of a challenge rating 7 or less.
  • Prestige. Commoners and other NPCs recognize the epic cleric or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Even rival religions seek the epic cleric out for sermons or important observances. They have access to everything but the most sacred relics and texts kept by religious orders that are not hostile to them, and advantage on Charisma checks made against their clergy members.
  • Spellcasting. The epic cleric is a 23rd-level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). They have the following spells prepared:
  • Stonecunning. The epic cleric has an extra +7 bonus on Intelligence (History) checks related to stonework.
  • Supreme Healing. When the epic cleric would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, the epic cleric restores 12.)


  • Holy Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage plus 5 (2d4) radiant damage.


The only thing keeping the epic cleric from having as much impact on the world as the god they worship is their humility-they are wielders of magic of the highest order, able to bring mortals back from the dead and sunder the very firmament with fire. Reaching such dizzying heights of divine power has strongly reaffirmed epic cleric’s faith, instilling greater devotion and recognition from the god they worship. Indeed reverence is integral to their life and they never fail to show obeisance, make prayers, and bless their deity whenever they triumph. The cleric’s victories have certainly inspired many adherents to their religion and they know that no amount of proselytizing can hope to convert so many believers. More legendary deeds are what the epic cleric knows will bring the most worshippers to the faith.

New Duties. There are few if any worshipers of an epic cleric’s god that are as powerful as they are, and with that great power comes great responsibility. The deity that empowers the epic cleric puts more excessive demands upon their servant-as an emissary to other gods, to oversee the implementation of divine works, to retrieve sacred relics protected by enemies of the most terrible nature.

New Miracles. The business of divine entities requires faith to be rewarded-and that is often the work of the epic cleric to realize. Other deities have agents at work upon the world and that must be opposed, and even if their god intends to intervene directly the epic cleric is oft called upon as a reserve measure lest godly trickery interfere. New Revelations. While all the answers to life’s questions may ultimately reside in the doctrine of their faith, the epic cleric knows that it is through the interpretation of sacred dogma and experience of living that the mysteries of existence are revealed. It is imperative for the epic cleric to seek out these truths, refining the meaning of each by testing each in realms far from the reach of most mortals.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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