Medium Or Small Humanoid (Any Race, Cleric), Any Alignment
Armor Class 16 (Scale Mail, Shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws INT +5, WIS +7, CHA +5
Skills Insight +7, Religion +5
Senses Passive Perception 13
Languages Common And one additional language
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Class: Cleric. The Cleric is Considered a 10th Level Cleric.

Channel Divinity (2/Day). The Cleric Has a Well of Divine Power that They can Use to Produce Wonderous Magical effects.

Divine Intervention (1/Day). The Cleric Rolls a d100 and on a Roll of 10 or Lower Their Deity Intervenes (Typically in the Form of a Spell on the Cleric Spell List) if the Cleric Fails this Roll they cannot Use this Trait for 7 Days.

Special Equipment. The Cleric Possesses a Periapt of Health or a Periapt of Wound Closure, additionally they Possess a Cloak of Protection or an Uncommon/Rare Staff.

Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Sacred Flame. The Cleric Chooses a Creature within 60 ft of it the Target must make a DC 15 Dexterity Saving Throw or take 9 (2d8) Radiant damage. The Target gains no Benefit from Cover for this Saving Throw.

Turn Undead. The Cleric expends a Use of their Channel Divinity and causes Each Undead That can see or Hear them within 30 ft to Make a DC 15 Wisdom Saving Throw, on a Failure the Creature becomes Turned for 1 Minute. If an Undead Creature is CR 1 or Lower they Die Instantly.

Spellcasting. The Cleric is a 10th Level Spellcaster. It's Spellcasting Ability is Wisdom (DC 15, +7 to hit with Spell Attacks) They have the Following Cleric Spells Prepared:

Cantrips (At Will): Guidance, Light, Spare the Dying, Thaumaturgy

1st Level (4 Slots): Inflict Wounds, Sanctuary

2nd Level (3 Slots): Blindness/Deafness, Silence

3rd Level (3 Slots): Animate Dead, Mass Healing Word, Remove Curse, Revivify, Spirit Guardians

4th Level (3 Slots): Banishment, Death Ward

5th Level (2 Slots): Dispel Evil and Good, Greater Restoration

Description

Healers and Warriors


Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.


Cleric Bishops are Typically Found as Heads of Churches in Larger Cities, Not all Faiths refer to Such Positions as "Bishops" others Use the Term "Saints" or "Senior Clergy" as a General Term but "Bishop" is Far more well Known within Major Faiths. Clerics of Such Status Typically Hold Command over 1d6 Priests within a Temple at Any Given Time.

 

Variants


Some Clerics are Given Greater Powers By their Gods to Do More Feats of Divine Magic:

Blessed Strikes (1/Turn). When the Cleric Deals Damage with a Weapon or Cantrip they deal an additional 1d8 Radiant Damage 

Harness Divine Power. The Cleric Expends a Use of their Channel Divinity to Regain a 2nd Level Spell Slot.

Previous Versions

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7/29/2026 1:53:55 PM
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8/12/2026 4:02:10 PM
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Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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