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Hireling:Chalice

From DDO Compendium

Sturdy and brave, Chalice brings the light of the Silver Flame to all that will listen. (Casts: Cure Light Wounds, Nimbus of Light, Command, Bless)
 
Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
BlessYou and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
BlessYou and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 5 to 8 points of light damage plus an additional 1 for every caster level This ray has double spell range.\n\nD&D Dice: Deals 1d4+4 light damage plus 1 additional damage for every caster level.
CommandAn enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

 
Wand of Cure Light WoundsThis hireling possesses wands of Cure Light Wounds
AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
Heroic DurabilityIncreases your maximum hit points by 20.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
Composite PlatingWarforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
Combat CastingYou gain a +4 bonus on Concentration checks when your are being damaged in combat. You are less likely to have your spells interrupted by enemies.
Turn UndeadActivate this cleric ability to drive away undead. To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: DartYou do not suffer a -4 penalty on attack rolls when using a dart.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Cleric Smiting I
Grants a 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells.

 
Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).

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