Divine Eminence. As a bonus action, the archpriest 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 archpriest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The archpriest is a 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:
Cantrips (at will): guidance, light, mending, sacred flame, thaumaturgy
1st level (4 slots): guiding bolt, healing word, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, spirit guardians
4th level (3 slots): death ward, guardian of faith
5th level (3 slots): commune, flame strike
6th level (1 slot): heal, word of recall
7th level (1 slot): resurrection
8th level (1 slot): holy aura
9th level (1 slot): mass heal
Multiattack. The archpriest makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Description
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.







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