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    Cleric Spells Sacred Powers

    Divine Host

    Level 6
    Level
    6
    Casting Time
    Turn
    Range
    60 feet
    Duration
    10 minutes, plus 2 minutes per level
    Target
    Summons 2 celestial warriors
    Save
    None

    You summon 2 celestial warriors to fight alongside you. Neutral divine guardians wreathed in soft light, wielding maces of white fire. They act not from mercy, cruelty, or desire, but from command - defending the cleric according to the spell's purpose and obeying his will within the limits of that protection. They cast no spells. When the spell ends they return to the celestial realms in a flash of light. They are immunity to fear and charm, and radiant damage on their weapon attacks.

    Offensive Celestial Warrior - strikes at the cleric's command

    • Size: Medium · HP: 55 · AC: 16 · DR: 2
    • Num Attacks: 1
    • Attack: Holy Mace - +3 to hit, 1d8+4 (counts as magical, radiant)
    • Alignment: Orderly Impartial (Arbiter)
    • Intelligence: Average (8-10) · Magic Resistance: -
    • Saves: Quick 2, Tough 2, Mind 2
    • Speed: Flies at normal speed
    • Special: Immune to fear and charm. Casts no spells. Senses: Night Vision (60 ft).
    • At 9th level: HP 60, AC 17, DR 3, 2 attacks at +4 to hit, 1d8+4 each.

    Defensive Celestial Warrior - shields the cleric

    • Size: Medium · HP: 50 · AC: 16 · DR: 3
    • Num Attacks: 1
    • Attack: Holy Mace - +2 to hit, 1d8+4 (counts as magical, radiant)
    • Alignment: Orderly Impartial (Arbiter)
    • Intelligence: Average (8-10) · Magic Resistance: -
    • Saves: Quick 1, Tough 3, Mind 2
    • Speed: Flies at normal speed
    • Special: Immune to fear and charm. Casts no spells. Senses: Night Vision (60 ft).
    • Sheltering Guard: While within 5 feet of the cleric, the cleric gains +2 AC (use best; doesn't stack with a second guard). Once per round, when an attack it can see would hit the cleric, the warrior interposes and becomes the target instead, taking the hit.
    • At 9th level: HP 70, AC 19, DR 4, +3 to hit. With two defensive guards out, the +2 AC still doesn't stack - but each can interpose once per round, so two incoming hits can be soaked.

    At Higher Levels

    At 9th level, you summon 3 warriors instead of 2; at 9th level 2 of the 3 will be Defensive Celestial Warriors.

    Special

    The celestials are intelligent and follow complex orders.