Priest Profession in Faerûn | World Anvil
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Priest

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.    

Acolyte CR: 1/4 (50 XP)

Medium humanoid (any race), any
Armor Class: 10
Hit Points: 9 (2d8)
Speed: 30 ft

STR

10 +0

DEX

10 +0

CON

10 +0

INT

10 +0

WIS

14 +2

CHA

11 +0

Skills: Medicine +4, Persuasion +2, Religion +2
Senses: Passive Perception 12
Languages: Any one language (usually Common)
Challenge Rating: 1/4 (50 XP)

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:

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)

Medium humanoid (any race), any
Armor Class: 13 (chain shirt)
Hit Points: 27 (5d8 + 5)
Speed: 30 ft

STR

10 +0

DEX

10 +0

CON

12 +1

INT

13 +1

WIS

16 +3

CHA

13 +1

Skills: Medicine +5, Persuasion +3, Religion +3
Senses: Passive Perception 13
Languages: Any two languages
Challenge Rating: 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 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:

Actions

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

   

High Priest CR: 6 (2,300 XP)

Medium humanoid (any race), any
Armor Class: 16 (chain mail)
Hit Points: 49 (9d8 + 9)
Speed: 30 ft

STR

10 +0

DEX

10 +0

CON

12 +1

INT

14 +2

WIS

18 +4

CHA

16 +3

Saving Throws: Wis +7, Cha +6
Skills: Medicine +7, Persuasion +6, Religion +5
Senses: Passive Perception 14
Languages: Any three languages
Challenge Rating: 6 (2,300 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 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:

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)

Medium humanoid (any race), any
Armor Class: 15 (half plate armor)
Hit Points: 117 (18d8 + 36)
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

14 +2

WIS

20 +5

CHA

16 +3

Saving Throws: Wis +9, Cha +7
Skills: Medicine +13, Persuasion +7, Religion +10
Senses: Passive Perception 15
Languages: Any four languages
Challenge Rating: 12 (8,400 XP)

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:

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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