Medium Or Small Humanoid (Any Race), Any Lawful Alignment
Armor Class 13
Hit Points 10 (2d8 + 1)
Speed 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws WIS +5, CHA +4
Skills Intimidation +4, Religion +4
Condition Immunities Frightened
Senses Passive Perception 13
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Ecclesiastical Rites. Unless otherwise specified, the acolyte can only cast spells as rituals, even if not normally able to. In addition, the acolyte must possess a holy symbol to access spellcasting actions or features.

Acolyte of the Church. Spells the acolyte casts as rituals still require their components. Furthermore, ritual spells cast by the acolyte still count against any limitation of the amount of spells the acolyte can cast; such as spell slots or x/day limitations.

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. 

Spellcasting. The acolyte casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15).

At will: bless, cure wounds, sacred flame*

1/day each: heroism*

*The acolyte can cast these spells normally

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2022 1:22:17 AM
11
1
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Coming Soon

Monster Tags: humanoid

Habitat: ForestGrasslandHillUrban

Turtlekidiv

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