Priests
Priest Acolyte
Priest Acolyte
Medium humanoid Neutral
Armor Class 13; Initiative +0
Hit Points 11 (2d8 + 2)
Speed walk 30 ft.
Strength 14 (+2); Dexterity 10 (+0); Constitution 12 (+1); Intelligence 10 (+0); Wisdom 14 (+2); Charisma 11 (+0)
Skills Medicine +4, Religion +2
Languages common
Challenge 0.25; Proficiency Bonus +2
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) bludgeoning plus 2 (1d4) radiant damage.
Radiant Flame. Ranged Weapon Attack: +4 to hit, range 60 ft.. Hit: 7 (2d6) radiant damage.
Spellcasting. The priest acolyte casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, Thaumaturgy
Divine Aid. 1 use per day. The priest acolyte casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Bless. You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Healing Word. A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Sanctuary. You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a DC 12 Wisdom or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Light. You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Priest
Priest
Medium humanoid Neutral
Armor Class 13; Initiative +0
Hit Points 38 (7d8 + 7)
Speed walk 30 ft.
Strength 16 (+3); Dexterity 10 (+0); Constitution 12 (+1); Intelligence 13 (+1); Wisdom 16 (+3); Charisma 13 (+1)
Skills Medicine +7, Perception +5, Religion +5
Languages Common plus one other language
Challenge 2; Proficiency Bonus +2
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 6 (1d6 + 3) bludgeoning plus 5 (2d4) radiant damage.
Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination.
Radiant Flame. Ranged Weapon Attack: +5 to hit, range 60 ft.. Hit: 11 (2d10) radiant damage.
Spellcasting. 1 use per day. The priest casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, Thaumaturgy
1/Day: Spirit Guardians
Divine Aid. 3 uses per day. The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Bless. You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Dispel Magic. Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Healing Word. A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Lesser Restoration. You touch a creature and end one condition on it: blinded, deafened, paralyzed, or poisoned.
Light. You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Spiritual Weapon. You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.