Acolyte
Medium Humanoid (any race), any alignment
50 XP
Special Abilities
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 following cleric spells prepared:
* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (3 slots): bless, cure wounds, sanctuary
Actions
Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Quick Reference
Running This Encounter
Acolytes are weak individually but effective in groups or supporting stronger allies. Use them as cultist minions, temple guardians, or village priests who turn hostile. They can cast spells like Cure Wounds or Inflict Wounds, making them slightly more dangerous than their low HP suggests. Position them behind cover or with allies who can protect them.
Combat Tactics
Acolytes prioritize casting Inflict Wounds or Cure Wounds on allies rather than engaging in melee combat. They will attempt to stay at range and use their spiritual weapon if available, retreating behind cover when threatened. If cornered, they fight defensively but are likely to flee or surrender when reduced to half health.
Environment & Setting
Ideal in temples, shrines, dungeons with religious themes, or settlements where they serve as corrupted clergy. They work well in enclosed spaces where they can use cover and have allies nearby to support.