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. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Medium Humanoid (Any Race), Any Alignment
Defences
STR: 10, DEX: 14ᵀ, CON: 11, INT: 11, WIS: 17ᵀ, CHA: 15ᵀ
Stamina: 36 (d8 Recovery Die)
Damage Reduction: 4, Coverage: 11-16 (Padded Armour, Chain Shirt, clothing, concealed
+1 bonus to DR vs. bludgeoning damage
Ability Scores
STR: 10 (+0), DEX: 10 (+0), CON: 12 (+1), INT: 13 (+1), WIS: 16 (+3), CHA: 13 (+1)
Speed: 20 feet
Actions
Heavy Mace: Melee Weapon Attack: 2d20kh1 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage.
Special Abilities
Divine Eminence: As a bonus action, the priest can expend mana 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 2 man or more, the extra damage increases by 1d6 for each point of mana beyond the first.
Spellcasting: The priest is a 3rd-level spellcaster (9 mana). Its spellcasting ability is Wisdom (2d20kh1+3 to hit with spell attacks, spell skill 17). The priest has the following divine spells prepared:
Cantrips: 3, e.g. Light, Sacred Flame, Thaumaturgy
1st level: 3, e.g. Cure Wounds, Guiding Bolt, Sanctuary
2nd level: 3, e.g. Lesser Restoration, Silence, Spiritual Weapon
3rd level: 3, e.g. Bestow Curse, Dispel Magic, Spirit Guardians
Other
Skills: +1d to Medicine, Persuasion and Religion
Senses: Passive Perception 13
Languages: Any two languages