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Noble Divine Eminence. As a bonus action, the priest can
Medium humanoid (any race), any alignment expend a spell slot to cause its melee weapon attacks
to magically deal an extra 10 (3d6) radiant damage to a
Armor Class 15 (breastplate) target on a hit. This benefit lasts until the end of the
Hit Points 9 (2d8) turn. If the priest expends a spell slot of 2nd level or
higher, the extra damage increases by 1d6 for each
Speed 30 ft.
level above 1st.
STR DEX CON INT WIS CHA Spellcasting. The priest is a 5th- level spellcaster. Its
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The priest has the following
Skills Deception +5, Insight +4, Persuasion +5 cleric spells prepared:
Senses passive Perception 12 Cantrips (at will): light, sacred flame, thaumaturgy
Languages any two languages 1st level (4 slots): cure wounds, guiding bolt, sanctuary
Challenge 1/8 (25 XP) 2nd level (3 slots): lesser restoration, spiritual weapon
Actions 3rd level (2 slots): dispel magic, spirit guardians
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., Actions
one target. Hit: 5 (1d8 + 1) piercing damage.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Reactions target. Hit: 3 (1d6) bludgeoning damage.
Parry. The noble adds 2 to its AC against one melee Priests bring the teachings of their gods to the
attack that would hit it. To do so, the noble must see common folk. They are the spiritual leaders of
the attacker and be wielding a melee weapon. temples and shrines and often hold positions of
influence in their communities. Evil priests might
Nobles wield great authority and influence as work openly under a tyrant, or they might be the
members of the upper class, possessing wealth and leaders of religious sects hidden in the shadows of
connections that can make them as powerful as good society, overseeing depraved rites.
monarchs and generals. A noble often travels in the A priest typically has one or more acolytes to help
company of guards, as well as servants who are with religious ceremonies and other sacred duties.
commoners.
The noble’s statistics can also be used to represent
courtiers who aren’t of noble birth. Scout
Medium humanoid (any race), any alignment
Priest Armor Class 13 (leather armor)
Medium humanoid (any race), any alignment Hit Points 16 (3d8 + 3)
Armor Class 13 (chain shirt) Speed 30 ft.
Hit Points 27 (5d8 + 5) STR DEX CON INT WIS CHA
Speed 25 ft. 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
STR DEX CON INT WIS CHA Skills Nature +4, Perception +5, Stealth +6, Survival +5
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Senses passive Perception 15
Skills Medicine +7, Persuasion +3, Religion +4 Languages any one language (usually Common)
Senses passive Perception 13 Challenge 1/2 (100 XP)
Languages any two languages
Challenge 2 (450 XP) Keen Hearing and Sight. The scout has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 401

