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5ead/monsters/md/a5e_monstrous_menagerie/trickster-priest-a5e.md
2025-06-07 07:58:30 -05:00

2.3 KiB

Trickster Priest

Medium Humanoid

  • Armor Class: 12
  • Hit Points: 32 (5d8+10)
  • Speed: walk 30 ft.
  • Challenge Rating: 2 (450 XP)
  • Source: A5e Monstrous Menagerie, page 488
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1)
  • Saving Throws: Wis +5, Cha +3
  • Skills: medicine +5, insight +5, persuasion +3, religion +3, deception +3, stealth +2
  • 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): sacred flame thaumaturgy minor illusion 1st-level (4 slots): ceremony detect evil and good healing word disguise self 2nd-level (3 slots): lesser restoration invisibility 3rd-level (2 slots): spirit guardians major image

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.
  • Invisibility (2nd-Level; V, S, M, Concentration): The priest or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.
  • 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.