Priest

Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Traits
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 5ft., 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.
- name Priest
- type humanoid
- ac 13
- hp 27 (5d8 + 5)
- size medium
- alignment any alignment
- abilities
- name STR
- value 10
- name DEX
- value 10
- name CON
- value 12
- name INT
- value 13
- name WIS
- value 16
- name CHA
- value 13
- speed 30ft
- cr 2
- skills
- name Medicine
- value 7
- name Persuasion
- value 3
- name Religion
- value 5