Priests

Priest
- Size: Medium or Small
- Type: Humanoid (Cleric)
- Alignment: Neutral
- AC: 13
- Initiative: +0 (10)
- HP: 27 (5d8+5)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 12 | +1 | +1 |
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +6 |
| CHA | 13 | +1 | +4 |
- Skills: Medicine +7, Persuasion +3, Religion +4
- Gear: Chain Shirt, Mace
- Senses: Passive Perception 13
- Languages: Common plus one other language
- CR: 2 (XP 450; PB +2)
Actions
Mace. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Bludgeoning damage.
Spellcasting. The priest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Light, Mending, Thaumaturgy
1/Day Each: Cure Wounds, Guiding Bolt, Sanctuary
Archpriest
- Size: Medium or Small
- Type: Humanoid (Cleric)
- Alignment: Neutral
- AC: 17
- Initiative: +8 (18)
- HP: 117 (18d8+36)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +2 |
| INT | 12 | +1 | +1 |
| WIS | 19 | +4 | +10 |
| CHA | 16 | +3 | +9 |
- Skills: Medicine +10, Persuasion +9, Religion +7
- Gear: Plate, Mace
- Senses: Passive Perception 14
- Languages: Common plus three other languages
- CR: 9 (XP 5,000; PB +4)
Traits
Divine Protection (3/Day). When the archpriest or an ally within 30 feet takes damage, the archpriest reduces the damage by 22 (4d10).
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage.
Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Light, Mending, Thaumaturgy
2/Day Each: Banishment, Freedom of Movement, Hold Person
1/Day Each: Flame Strike, Heal, Plane Shift
Reactions
Guided Strike. Trigger: The archpriest misses with an attack roll. Response: The archpriest adds 10 to the roll, possibly causing it to hit.
Lore & Background
Priests are devoted servants of deities who dedicate their lives to spreading their faith, tending to their followers, and carrying out divine will. These religious leaders come from all walks of life and serve gods of every alignment and domain, from benevolent healing deities to dark gods of death and destruction. Priests serve as intermediaries between the mortal world and the divine, interpreting sacred texts, performing rituals, and guiding their communities in matters of faith.
The role of a priest varies greatly depending on their deity and the needs of their community. Some focus on healing and protection, others on war and conquest, while still others deal with knowledge, nature, or the mysteries of death and the afterlife.
Combat Tactics
Priests rely primarily on their divine spellcasting abilities, using healing magic to support allies and divine magic to harm enemies. They prefer to stay behind front-line fighters while providing magical support, though some warrior-priests are capable combatants in their own right.
Encounter Ideas
Temple Politics: Priests from different faiths compete for influence in a diverse community. Divine Mission: A priest recruits heroes to carry out their deity's will. Crisis of Faith: A priest struggles with doubts about their beliefs and seeks guidance. Corrupt Clergy: A priest has been corrupted by evil forces and must be stopped or redeemed.
Environmental Effects
Priest presence brings the influence of their deity to an area. Good-aligned priests create sanctified ground where evil feels uncomfortable, while evil priests may desecrate holy sites and corrupt the faithful.
Treasure
Priests possess holy symbols, religious texts, ceremonial items, and magical implements related to their faith. They may also have donations from faithful followers and magical items blessed by their deity.
Plot Hooks
Sacred Relic: A priest possesses or seeks a powerful religious artifact. Divine Prophecy: A priest has received a vision that drives them to take action. Religious War: Priests of opposing faiths lead their followers into conflict. Lost Faith: A priest's deity has gone silent, and they seek to understand why.
Lore & Background
Priests serve as the mortal representatives of divine powers, wielding sacred magic granted by their devotion to deities, philosophies, or cosmic forces. These spiritual leaders can be found in temples, traveling as missionaries, or serving alongside military forces as battlefield chaplains. Their faith provides them with the ability to heal wounds, ward off evil, and call upon divine intervention in times of need.
Some priests dedicate themselves to benevolent deities of healing and protection, while others serve darker powers that demand sacrifice and suffering. Regardless of their alignment, all priests share an unwavering commitment to their beliefs and the willingness to spread their faith through word and deed.
Combat Tactics
Priests prioritize support over direct combat, using their divine magic to heal allies and hinder enemies. They typically begin encounters by casting bless or similar enhancement spells on their companions, then use guiding bolt or spiritual weapon for ranged attacks. When allies are wounded, they prioritize healing with cure wounds or healing word.
Against undead or fiends, priests leverage their divine nature, using turn undead to scatter weaker enemies and protection from evil and good to shield allies. They maintain safe distances when possible, using their wisdom and positioning to stay protected while providing crucial support to their party.
Encounter Ideas
1. Temple Under Siege A peaceful temple is besieged by bandits seeking to steal sacred relics. The priest coordinates the defense while tending to wounded defenders and calling upon divine protection. The party must help break the siege while ensuring the priest survives to perform a crucial ritual.
2. Plague Doctor A dedicated priest travels between villages affected by a supernatural plague, using divine magic to ease suffering and search for a cure. The party encounters them in a quarantined settlement where the plague's true magical nature begins to reveal itself, requiring both martial and divine intervention.
3. Crisis of Faith A priest questions their beliefs after witnessing a great tragedy, causing their divine powers to waver. The party must help them navigate a spiritual crisis while protecting them from enemies who seek to exploit their moment of weakness and vulnerability.
4. Divine Mission A priest receives a prophetic vision directing them to a dangerous location to retrieve a sacred artifact. They seek capable guardians for the journey, offering healing services and divine blessings in exchange for protection during the perilous quest.
Environmental Effects
- Sacred Ground: Areas blessed by priests provide advantage on saving throws against being frightened or charmed
- Divine Aura: The presence of a devout priest can cause undead to feel uncomfortable, making them more likely to avoid the area
- Holy Water Sources: Priests can consecrate water sources, making them harmful to fiends and undead but beneficial to other creatures
- Blessed Sanctuaries: Temples and shrines tended by priests offer refuge from supernatural threats and enhanced natural healing
Treasure
- Holy Symbol (25 gp): Ornate silver or gold symbol of their deity, required for spellcasting
- Sacred Texts (50-200 gp): Religious writings containing prayers, hymns, and divine knowledge
- Healing Potions (2-4 potions of healing): Blessed remedies created through divine magic
- Ceremonial Vestments (100-300 gp): Fine robes and accessories worn during religious ceremonies
- Divine Focus (150-500 gp): Rare crystal or gem that enhances divine spellcasting abilities
Plot Hooks
1. The Lost Shepherd A beloved priest has gone missing while investigating reports of undead activity in ancient ruins. Their congregation grows desperate as dark forces seem to be growing stronger in their absence, and strange nightmares plague the faithful.
2. Divine Schism Two priests of the same deity interpret a sacred prophecy differently, leading to a theological dispute that threatens to split their religious order. The party must navigate the religious politics and uncover the true meaning of the prophecy.
3. The Healing Pilgrimage A priest organizing a pilgrimage to a sacred site needs protection for the faithful making the journey. The route passes through dangerous territory where bandits and monsters threaten the pilgrims, but the destination promises miraculous healing.
4. Unholy Alliance A priest of a good deity has been secretly meeting with cultists of an evil god. The party must determine whether the priest has been corrupted, is attempting to redeem the cultists, or is gathering intelligence on a larger threat.