Medium Or Small Humanoid (Any Race, Cleric), Any Alignment
Armor Class 14 (Hide, Shield)
Hit Points 28 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
13 (+1)
INT
12 (+1)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws WIS +6, CHA +4
Skills Insight +6, Religion +4
Senses Passive Perception 12
Languages Common And one additional language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Class: Cleric. The Cleric is Considered a 5th Level Cleric.

Channel Divinity (1/Day). The Cleric Has a Well of Divine Power that They can Use to Produce Wonderous Magical effects.

Special Equipment. The Cleric Possesses a Periapt of Health or a Periapt of Wound Closure.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Sacred Flame. The Cleric Chooses a Creature within 60 ft of it the Target must make a DC 14 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 14 Wisdom Saving Throw, on a Failure the Creature becomes Turned for 1 Minute. If an Undead Creature is CR ½ or Lower they Die Instantly.

Spellcasting. The Cleric is a 5th Level Spellcaster. It's Spellcasting Ability is Wisdom (DC 14, +6 to hit with Spell Attacks) They have the Following Cleric Spells Prepared:

Cantrips (At Will): Guidance, Light, Thaumaturgy

1st Level (4 Slots): Cure Wounds, Guiding Bolt, Sanctuary

2nd Level (3 Slots): Lesser Restoration, Spiritual Weapon

3rd Level (2 Slots): Dispel Magic, Revivify, Spirit Guardians

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 Priests or Typically simply called Priests serve to Bring her Teachings of their gods to the Common Folk, they act as Spiritual Leaders of simple Temples within their areas (Typically Small Towns or Villages) or in the Event that they're in a Large City there may be Multiple Priests in a Temple. In Many Cases a Priest May have 1d4-1 Acolytes Serving Under them.

 

Variants


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

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

Previous Versions

Name Date Modified Views Adds Version Actions
7/29/2026 1:53:19 PM
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8/12/2026 4:02:44 PM
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Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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