War Priest. When the Acolyte uses the Attack action, they can make one weapon attack as a bonus action. They can use this feature 3 times per long rest.
Channel Divinity. The Acolyte can channel divine energy to fuel magical effects once per short rest.
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Channel Divinity: Turn Undead
As an action, the Acolyte presents their holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a WIS saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the Acolyte as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
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Channel Divinity: Guided Strike.
When the Acolyte makes an attack roll, they can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.
Spellcasting. The Warrior Acolyte is a 2nd-level spellcaster. Its spellcasting ability is +3 (spell save DC 13, +5 to hit with spell attacks). The Warrior Acolyte has the following Cleric spells prepared:
Cantrips (at will): Light, Produce Flame, Spare the Dying, Word of Radiance.
1st level (4 slots): Burning Hands, Ceremony, Command, Cure Wounds, Divine Favor, Healing Word, Shield of Faith.
2nd Level (2 slots): Aid, Magic Weapon, Prayer of Healing, Spiritual Weapon.
Fey Ancestry. The Acolyte has advantage on saving throws they make to avoid or end the charmed condition on themself.
Trance. The Acolyte doesn’t need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.
Warhammer Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d10 + 1) bludgeoning damage.
Scimitar Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 1) slashing damage.
Light Crossbow Ranged Attack. Ranged Weapon Attack: +1 to hit, range 80/320 ft., 1 target. Hit: 1 (1d8 - 1) piercing damage.
Description
The second of the Three Temples of the Ashen Elves, the Temple of the Warrior venerates the Warrior Aspect of the Ashen God. While much of the work of the temple is focused on honing the martial prowess of the Ashen Elves, the Temple of the Warrior also manages infrastructure maintenance, food storage, equipment maintenance, census taking, civil organization, and all the other mundane peacetime activities that are required to field an army in times of war. As such, the Temple of the Warrior is the closest thing that the warring clans, tribes, and Great Houses of the Ashen elves have to a civil government.
As the lowest ranking members of the Temple, Warrior Acolytes can be found all across the Ashen realms managing the day-to-day duties and activities of the Elves.
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