Priest
Medium Humanoid (any race), any alignment
450 XP
Special Abilities
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.
Quick Reference
Running This Encounter
The Priest is a spellcasting support unit best used alongside combat-focused allies. Position them behind melee combatants and use their spell slots strategically—Cure Wounds for healing, Command for control, and Spiritual Weapon for ranged damage. They should maintain distance and avoid direct melee when possible. Consider reinforcing their defensive capabilities with nearby allies who can protect them.
Combat Tactics
Priests prioritize healing allies over offensive spells, making them valuable support units that enhance party survival. They use Command or Hold Person to disable threats before resorting to Spiritual Weapon attacks. When threatened directly, they attempt to escape or rely on allies for protection.
Environment & Setting
Ideal in temples, shrines, monasteries, or sacred grounds where they have defensive cover like pews, pillars, or altar structures. Underground catacombs or fortified religious sanctuaries provide good tactical positioning.