Priest

Medium humanoid (any race), any alignment
Armor Class
13 (chain shirt)
Hit Points
27 (5d8 + 5)
Speed
25 ft.
  • STR 10 (+0)
  • DEX 10 (+0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)
Skills
Medicine +7, Persuasion +3, Religion +4
Senses
passive Perception 13
Languages
any two languages
Challenge
2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (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, thaumaturgy
1st level (4 slots):
cure wounds, guiding bolt, sanctuary
2nd level (3 slots):
lesser restoration, spiritual weapon
3rd level (2 slots):
dispel magic, spirit guardians

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.

A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.