Priest
Acolyte CR: 1/4 (50 XP)
STR
10 +0
DEX
10 +0
CON
10 +0
INT
10 +0
WIS
14 +2
CHA
11 +0
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (2 slots): bless, cure wounds, sanctuary
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 piercing damage.
Priest CR: 2 (450 XP)
STR
10 +0
DEX
10 +0
CON
12 +1
INT
13 +1
WIS
16 +3
CHA
13 +1
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): hold person, lesser restoration, spiritual weapon
- 3rd level (2 slots): spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 1d6 bludgeoning damage.
High Priest CR: 6 (2,300 XP)
STR
10 +0
DEX
10 +0
CON
12 +1
INT
14 +2
WIS
18 +4
CHA
16 +3
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level about 1st. Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The priest has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): bless, cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): hold person, lesser restoration, spiritual weapon
- 3rd level (3 slots): dispel magic, protection from energy, spirit guardians
- 4th level (3 slots): banishment, guardian of faith
- 5th level (1 slot): flame strike
Actions
Multiattack. The priest makes two melee attacks. Mace. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 bludgeoning damage.
Archpriest CR: 12 (8,400 XP)
STR
14 +2
DEX
10 +0
CON
14 +2
INT
14 +2
WIS
20 +5
CHA
16 +3
Divine Eminence. As a bonus action, the archpriest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level about 1st. Spellcasting. The archpriest is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archpriest has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): bless, cure wounds, guiding bolt, protection from evil and good, sanctuary
- 2nd level (3 slots): blindness/deafness, hold person, lesser restoration, spiritual weapon
- 3rd level (3 slots): dispel magic, protection from energy, remove curse, spirit guardians
- 4th level (3 slots): banishment, divination, guardian of faith
- 5th level (3 slots): flame strike, mass cure wounds, insect plague
- 6th level (1 slot): heal
- 7th level (1 slot): conjure celestial
- 8th level (1 slot): holy aura
- 9th level (1 slot): true resurrection
Actions
Multiattack. The archpriest makes three melee attacks. Mace. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d6 + 2 bludgeoning damage.
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