Priests¶
Faithful Instruments of the Divine
Need tips for how to run religion and faith in your RPG? The default lore of Foe Foundry is a Low Magic Setting where divine beings do not directly communicate with mortals. If you run a setting where the gods are known to exist and actively intervene in the Mortal Realms then you can easily modify the lore to include direct involvement by the Gods. But it is much more difficult to remove the Gods from the Machine, so the lore is presented here with the least assumptions being made about your setting.
Priests are those rare mortals who find themselves as conduits to the Divine; through faith, perseverance, belief, or unusual circumstances.
The Distant Gods are silent and unknowable. Miracles are rare and mysterious. No priest can say for certain the true source of their power. Does it flow from a God, a Saint, or something more mysterious or sinister still?
What they do know is that their belief has power. The devout whispers, prayers, and rituals that Priests dedicate their lives to do sometimes lead to miracles. When the needy cry out, sometimes a light does come to their aid. Most priests find that belief on its own is difficult to wield, and find comfort in a rigid orthodoxy and ideology that enables them to manifest the power of their beliefs into tangible miracles.
There is no single road to becoming a conduit to the divine. Priests may be solitary mystics, village healers, war-chaplains, or archpriests leading massive temples. Some being their journeys with visions, and others with tremendous grief. For some Priests, the divine can be found through meditation, while others find it in compassionate or selfless service.
Priest Lore¶
- Priests are rare mortals with a mysterious connection to the Divine, a wellspring of miraculous power
- The gods are distant, silent, dead, or unknowable
- Many worship Saints, former devout mortals who accomplished great deeds in life
- The divine power of a priest manifests through raw belief structured and reinforced through doctrine, ritual, or ideology
Priest Statblocks¶
Acolyte¶
Acolytes have shown the hints of being touched by the Divine. The acolyte has begun their journey, whether after long years of study, rigorous meditation, or selfless deeds. Though their miraculous powers are still developing, acolytes are devoted disciples who fervently strive to improve their skills.
Acolyte
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 15 (Chain Shirt, Shield) Initiative +0 (10)
HP 11 (2d8 + 2)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 10 | +0 | +0 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 14 | +2 | +2 |
Cha | 10 | +0 | +0 |
Skills Religion +2, Insight +4, Medicine +6
Senses Passive Perception 12
Languages Common
CR 1/4 (50 XP; PB +2)
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) bludgeoning damage. On a hit, if the target has been hit by this attack before in the last hour, it is Blinded until the end of its next turn.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
1/day each: Cure Wounds
Bonus Actions
Encouragement (3/day). The priest encourages another creature within 60 feet. The chosen creature gains 5 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Priest¶
A Priest has enacted multiple miracles and is known to be touched by the Divine. In smaller communities, priests serve as local leaders, healers, and advisors. In larger settlements, they serve as parts of larger religious orders or temples.
Priest
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 15 (Chain Shirt, Shield) Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 10 | +0 | +0 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 16 | +3 | +3 |
Cha | 10 | +0 | +0 |
Skills Religion +2, Medicine +5, Perception +5
Senses Passive Perception 15
Languages Common
CR 2 (450 XP; PB +2)
Actions
Multiattack. The priest makes two Mace attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and 2 (1d4) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Cure Wounds, Detect Evil and Goodc, Lesser Restoration, Dispel Magic
Bonus Actions
Shield Slam. The priest shoves a creature within 5 feet. It must make a DC 13 Strength save or be pushed up to 5 feet and fall Prone.
Warding Bond (1/day). The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Priest Anointed One¶
An Priest Anointed One is capable of performing astounding miracles. Some have been known to raise the dead, while others call down the wrath of the heavens upon the unrepentant.
Priest Anointed One
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 18 (Plate Armor) Initiative +1 (11)
HP 91 (14d8 + 28)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 18 | +4 | +4 |
Cha | 12 | +1 | +1 |
Skills Religion +3, Medicine +6, Perception +6
Senses Passive Perception 16
Languages Common
CR 5 (1,800 XP; PB +2)
Traits
Armor Master. The priest reduces the amount of bludgeoning, piercing, and slashing damage it receives by 2.
Actions
Multiattack. The priest makes two Radiant Flame attacks.
Radiant Flame. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 17 (3d8 + 4) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: Dispel Magic, Dispel Evil and Goodc, Greater Restoration, Mass Cure Wounds
Bonus Actions
Warding Bond (1/day). The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Reactions
Guidance (3/day). The priest grants guidance to a friendly creature within 60 feet. The chosen creature may add a d4 to a failed d20 test.
Archpriest¶
Archpriests serve as the heads of temples whose power and influence reaches across kingdoms. Their miracles are known far and wide and they are exemplars of the ideology they preach.
Archpriest
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 18 (Plate Armor) Initiative +5 (15)
HP 178 (21d8 + 84)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 17 | +3 | +7 |
Dex | 12 | +1 | +1 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +5 |
Wis | 22 | +6 | +10 |
Cha | 12 | +1 | +1 |
Skills Religion +5, Insight +14, Medicine +14, Perception +10
Senses Passive Perception 20
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Armor Master. The priest reduces the amount of bludgeoning, piercing, and slashing damage it receives by 4.
Actions
Multiattack. The priest makes three Radiant Flame attacks. It may replace two attacks with a use of its Spellcasting.
Radiant Flame. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 24 (4d8 + 6) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
1/day each: Dispel Evil and Goodc, Dispel Magic (5th), Flame Strike, Greater Restoration, Mass Cure Wounds, Heal, Resurrection
Bonus Actions
Warding Bond (1/day). The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Encouragement (3/day). The priest encourages another creature within 60 feet. The chosen creature gains 30 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Archpriest Living Saint¶
The only thing standing between an Archpriest Living Saint and true Sainthood is martyrdom for their cause. The Living Saint has amassed disciples and followers of their own throughout the land and will be long remembered after their passing.
Archpriest Living Saint
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 20 (Plate Armor, Shield) Initiative +11 (21)
HP 304 (29d8 + 174)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +9 |
Dex | 12 | +1 | +1 |
Con | 22 | +6 | +11 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +6 |
Wis | 23 | +6 | +11 |
Cha | 12 | +1 | +1 |
Skills Religion +6, Insight +16, Medicine +16, Perception +11
Senses Passive Perception 21
Languages Common
CR 16 (15,000 XP; PB +5)
Traits
Legendary Prowess (3/day). The priest can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.
Actions
Multiattack. The priest makes two Radiant Flame attacks.
Radiant Flame. Ranged Spell Attack: +11 to hit, range 90ft., one target. Hit 24 (4d8 + 6) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):
1/day each: Dispel Evil and Goodc, Dispel Magic (5th), Flame Strike, Greater Restoration, Mass Cure Wounds, Heal, Resurrection
Bonus Actions
Shield Slam. The priest shoves a creature within 5 feet. It must make a DC 19 Strength save or be pushed up to 5 feet and fall Prone.
Heroism (2/day). The priest inspires another friendly creature within 60 ft, granting it 40 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Encouragement (3/day). The priest encourages another creature within 60 feet. The chosen creature gains 40 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Legendary Actions (3)
Attack. The priest makes a Radiant Flame attack.
Move. The priest moves up to its speed.
Spellcasting. The priest uses Spellcasting. It can't take this action again until the start of its next turn.
Priest Encounter Ideas¶
These priest-themed encounter ideas are perfect for adding moral tension, mystery, and miracles to your next TTRPG session:
- Two rival Acolytes from opposing sects each claim to be the sole inheritor of a Saint's blessed relic. Both beg the PCs to escort them, and the holy relic, to a nearby temple of their respective sects.
- A Priest, surrounded by a throng of Skeletons and Zombies, barely holds the undead at bay. The priest begs the party not to harm the creatures, who are the bodies of their congregants raised by a Necromancer to spite the Priest
- A Priest Anointed One stops the PCs on the road and offers sanctuary in a storm. Over the night, they confess doubts about their power and share dreams of terrifying portents.
- An Archpriest and their Priest followers attend to a dying family. The priest is secretly a Death Cultist Grand Master subverting their charge's beliefs and draining the life from their clueless victims.
Priest Adventure Ideas¶
These divine adventure hooks explore spiritual conflict, forbidden knowledge, and the cost of faith and are ideal for multi-session arcs in any dark fantasy TTRPG setting.
- A Priest begs the party to infiltrate a cult formed by their former Acolyte, who has now become a Cultist Grand Master, and disentangle the unfortunate cultists who have fallen victim to their cult leader's lies
- A mysterious disease only afflicts the devout. Acolytes collapse mid-sermon, Priests lose their miracles, and false prophets rise in their place.
- Rival temples are at the brink of holy war after the recent actions of the PCs have uncovered lost knowledge that contradicts established orthodoxy. Both groups demand the PCs testify against the other in a religious court.
- A newly unsealed crypt holds the remains of a legendary Saint who died sealing a foul Balor Dreadlord inside the crypt. A wizened Archpriest Living Saint recruits the party to escort them into the crypt to defeat and re-seal the vile fiend.