Acolito de Clerigo

Villagers speak of acolytes who calmly walked into battlefields to retrieve the wounded, leaving enemies disarmed by their refusal to fight the helpless. Some cults have kidnapped acolytes to abrogate their ability to heal and use their presence to brand occupied villages as 'purified.'

MediumHumanoid(Humanoid (any race))CR 3Lawful Good

Acolito de Clerigo

clerichealersupporthumanoid
HP45AC+5SPD30 ft.CR3 (700 XP)MedicinePerceptionInsight
STR
12
DEX
12
CON
14
INT
10
WIS
16
save
CHA
14
save
Spellcasting. The acolyte is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save , to hit with spell attacks). The acolyte has the Cleric spell list and prepares spells each day as a cleric of its faith would. The acolyte has 4 1st-level and 3 2nd-level spell slots.
Turn Undead. As an action, the acolyte presents its holy symbol and forces undead of CR 1/2 or lower within 30 feet to make a Wisdom saving throw () or be turned for 1 minute. A creature that succeeds on the save is immune to this acolyte's Turn Undead for 24 hours.
Field Medic. The acolyte has advantage on Wisdom (Medicine) checks to stabilize a creature or diagnose common diseases. They can expend one use of Healing Word to add +2 to the Medicine check.
Mace Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage.
Healing Word (Recharge Uses). The acolyte calls on a burst of sanctifying energy to heal an ally. The target regains hit points. The acolyte can use Healing Word a number of times per day equal to 3 and regains all uses after a long rest.
Swift Stabilization. When an ally within 30 feet is reduced to 0 hit points but not killed outright, the acolyte can use their reaction to cast Spare the Dying on that ally without expending a spell slot. Usable a number of times per day equal to 3 and regained on a long rest.
Protective Interposition. As a reaction when a creature the acolyte can see attacks an ally within 30 feet, the acolyte can cast Sanctuary on the ally without expending a spell slot. The acolyte can use this reaction twice per long rest.
Cantrips
CantripsDivine Cantrips: Spare the Dying, Sacred Flame, Guidance. The acolyte casts cantrips at will.
1st level
Cleric 1st Level SpellsAbjuration and Evocation 1st level (4 slots): Bless, Cure Wounds, Healing Word, Sanctuary. The acolyte uses these spells to bolster and heal allies. Healing Word is used as a bonus action.
2nd level
Cleric 2nd Level SpellsAbjuration and Transmutation 2nd level (3 slots): Aid, Lesser Restoration, Spiritual Weapon. Aid bolsters allies with temporary HP, Spiritual Weapon offers a bonus action attack to harry foes, Lesser Restoration removes one disease or condition.
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