Free interactive D&D 5e SRD stat block

Priest Acolyte

Medium Humanoid, CR 1/4, AC 13, 11 HP. Neutral.

Medium Humanoid (Cleric), Neutral

AC
13
Initiative
+0 (10)
HP
11 (2d8+2)
Speed
30 ft.
ScoreModSave
STR 14 +2 +2
DEX 10 +0 +0
CON 12 +1 +1
INT 10 +0 +0
WIS 14 +2 +2
CHA 11 +0 +0
Skills
Medicine +4 , Religion +2
Senses
Passive Perception 12
Languages
Common
CR
1/4 (XP 50; PB +2)
Gear
Chain Shirt, Holy Symbol, Mace

Actions

Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Bludgeoning damage plus 2 (1d4) Radiant damage.

Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, Thaumaturgy

Bonus Actions

Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.

How to run Priest Acolyte

A priest acolyte is the parish cleric: someone the party finds tending a shrine, escorting pilgrims, or volunteering at a hospice. They are CR 1/4, AC 13, 11 HP, with a mace and a single Bonus Action that casts Bless, Healing Word, or Sanctuary once per day. Treat them as a roleplay-first NPC who happens to also have a useful combat round in them when the party needs it.

Out of combat, the acolyte is your contact at the temple. They have Medicine +4 and Religion +2, which makes them the right NPC to identify a holy symbol the party recovered, treat a poisoned ranger overnight, or read the funerary inscription the rogue could not. They speak Common and travel light. If a player wants someone to ask about a saint's day or a forbidden text, this is who they ask.

In a fight, the acolyte is a one-trick supporter, and you have to spend the trick well. Divine Aid is once per day total, so pick its moment. Healing Word at 60 feet to pop a downed PC back up is almost always the right call. Bless on the fighter and rogue going into a boss round is the second-best option if no one is bleeding out. Sanctuary on the wizard if the enemy archers have line of sight. After Divine Aid is spent, the acolyte falls back to Mace at +4 (5 bludgeoning, 2 radiant) or Radiant Flame at 60 ft. range, +4 to hit for 7 radiant. Light and Thaumaturgy are at-will and cost the acolyte nothing, so use them for atmosphere.

Acolytes do not stay through a campaign arc. They have a temple to run, a flock to attend, and they were never meant to march into a dungeon. Walk them home after the immediate threat passes. If the party wants ongoing healing, they should be coming back to the temple, not dragging the acolyte to one.

Have the acolyte refuse payment for the heal and ask the party to attend the next service instead. The unpaid invoice is a leash for next session.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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