Armor Class: 18 (Half plate, Shield)

Hit Points: 13 (2d6 +6)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


12 (+1)


12 (+1)


16 (+3)


10 (+0)


18 (+4)


12 (+1)

Skills: Stealth +3 Religion +2 Insight +6 Medicine +6 Persuasion +3

Saving Throws: Wisdom +6 Constitution +5

Challenge: 1 (200 XP)

Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

Nimble Escape: The creature can take the Disengage or Hide action as a bonus action on each of its turns .

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.

Special Abilities

Potion of Healing: The healer carries a potion of healing (2d4+2 healing as a action) and a Healer's Kit.
Chosen of Gods: Once per month, as an act of incredible courage the acolyte can sacrifice himself to protect other. The DM can roll a d20 and add acolyte CR to this roll. If the check gets 20 or more the acolyte can receive one of the random bonuses: Regain one spell slot of level 1; Maximize the healing of a spell, grant one target resitance/advantage agains the next damage/saving throw.


Mace. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage.

Properties: WOLOLO!,


Spellcasting. the Acolyte is an 2nd-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Sacred Flame, Thaumaturgy, Spare the Dying,

1st level (3 slots): Sanctuary, Detect Magic, Bless, Healing Word, Inflict Wounds, Bane, Cure Wounds,

Click here to see spells descriptions (external tool)

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