Priest

Medium Humanoid

Armor Class 14

Hit Points 32 (5d8+10)

Speed walk +30

Challenge 2

STR
12
+1
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
12
+1

Saving Throws cha +3, wis +5

Skills insight +5, medicine +5, religion +3, persuasion +3

Senses passive Perception 13

Languages any two

Special Abilities

Spellcasting. The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13 +5 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): light sacred flame thaumaturgy 1st-level (4 slots): ceremony detect evil and good guiding bolt healing word 2nd-level (3 slots): lesser restoration zone of truth 3rd-level (2 slots): dispel magic spirit guardians

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.

Sacred Flame (Cantrip; V, S). One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.

Guiding Bolt (1st-Level; V, S). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the priests next turn has advantage.

Dispel Magic (3rd-Level; V, S). The priest scours the magic from one creature object or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the priest makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.

Spirit Guardians (3rd-Level; V, S, M, Concentration). Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.

Bonus Actions

Healing Word (1st-Level; V). The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open