High Priest (5e Creature)
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Medium humanoid (any race), any alignment
Divine Eminence. As a bonus action, the high priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 14 (4d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the high priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention (1/Day). As an action, the high priest implores their deity for aid. Their deity casts a 5th level or lower spell from the high priest's prepared spells without material components on a target of the high priest's choice.
Spellcasting. The high priest is an 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
*The high priest casts these spells on itself before combat.
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
High priests are clerics that devoted themselves for hours on end to achieve spiritual enlightenment. They achieved this goal after being able to actually speak to their deity. They are revered as the experts on the deity or deities they represent. A high priest will often have two or more priests and six or more acolytes to help in religious ceremonies and other sacred duties.