Cleric Stat Blocks! #NPCNovember

Methodology

Again, I used the same set of starting ability scores (10,10,10,13,14,15 – if you care about how and why I used these scores look here) and I assigned them based on the “Quick Build” suggestion from the  Cleric entry in the Player’s Handbook.  I decided just to do levels one, three, and five again, like I did for the rogue. I may go back and add higher levels later, but I feel like so much individuality should go into higher level NPCs that a generic stat block would be of limited use. I may still add some higher level examples, giving these NPCs better ability scores and some magic items that make sense. Who knows, I might even give them names and stories, making them specific NPCs rather than generic stat blocks. We’ll see.

Regarding Cleric Domains

It’s hard to make a truly generic cleric stat block, since so much of what defines a cleric depends on his or her deity and the domains associated with that deity. Everything from a cleric’s spell list to his or her personality, fighting style, and even equipment is shaped by this.  For these stat blocks, I decided to go with the Tempest domain. I decided on this for three reasons. First, I feel like it is a fitting domain for antagonists (most PCs probably won’t be squaring off against clerics of Life). Second, I believe this domain offers the most damage output for the levels I’m dealing with (Call Lightning is a bitch). Third, because this domain gives me the baseline for “worst case scenario” in terms of damage output, I feel comfortable switching this domain and the accompanying spell list completely and keeping the rest of the stat block pretty much intact if I want a different “flavor” cleric without worrying that these changes will unbalance my encounter and make it too tough. I’m not particularly worried that these changes would make the encounter too easy either, because a given challenge rating covers a fairly broad range of hit points, armor class, and damage outputs, and the clerics represented below should be considered to be in the “high end” of their respective challenge ratings. So fiddling with the domains and spell lists might make the NPC slightly less challenging, but unless you make a complete pacifist and absolutely neuter the spell list then these changes probably won’t be enough to lower the actual challenge rating (see Final Note below for more on this).

Ok, I’m done rambling. Here are my clerics:

Human Cleric, 1st level
Armor Class 18 (Chainmail, Shield)

Hit points 7 (1d8+2)

Speed 30 ft.

STR

14 (+0)

DEX

11 (+3)

CON

15 (+2)

INT

11 (+0)

WIS

16 (+3)

CHA

11 (+0)

Skills – Insight (+5), Religion (+2), plus choose 2 (+2 proficiency bonus)

Saves – Wisdom (+5), Charisma (+2)

Challenge – 1/2 (100 XP)

Spellcasting – Spellcasting ability is Wisdom. Spell Save DC – 13. Spell Attack Modifier – +5

Cantrips (At Will): Guidance, Light, Sacred Flame

1st level (2 slots): Bane, Command, Fog Cloud, Guiding Bolt, Shield of Faith, Thunderwave

 

Wrath of the Storm (3/long rest) – When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw, taking 2d8 lightning or thunder damage on a failed saved and half damage on a successful save.

ACTIONS

Warhammer. Melee Attack: +4 to hit. Hit: 7 (1d8 + 2) bludgeoning.

 

Light Crossbow. Ranged Attack: +2 to hit. Hit. 4 (1d6)

 

Human Cleric, 3rd level
Armor Class 18 (Chainmail, Shield)

Hit points 14 (1d8+4)

Speed 30 ft.

STR

14 (+0)

DEX

11 (+3)

CON

15 (+2)

INT

11 (+0)

WIS

16 (+3)

CHA

11 (+0)

Skills – Insight (+5), Religion (+2), plus choose 2 (+2 proficiency bonus)

Saves – Wisdom (+5), Charisma (+2)

Challenge – 1 (200 XP)

Spellcasting – Spellcasting ability is Wisdom. Spell Save DC – 13. Spell Attack Modifier – +5

Cantrips (At Will): Guidance, Light, Sacred Flame

1st level (4 slots): Bane, Command, Fog Cloud, Guiding Bolt, Shield of Faith, Thunderwave

2nd level (2 slots): Gust of Wind, Hold Person, Shatter, Spiritual Weapon

 

Wrath of the Storm (3/long rest) – When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw, taking 2d8 lightning or thunder damage on a failed saved and half damage on a successful save.

 

Destructive Wrath (1/long rest) – When you roll lightning or thunder damage, you can deal maximum damage instead of rolling.

ACTIONS

Warhammer. Melee Attack: +4 to hit. Hit: 7 (1d8 + 2) bludgeoning.

 

Light Crossbow. Ranged Attack: +2 to hit. Hit. 4 (1d6)

 

Human Cleric, 5th level
Armor Class 19 (Splintmail, Shield)

Hit points 35 (5d8+10)

Speed 30 ft.

STR

14 (+0)

DEX

11 (+3)

CON

15 (+2)

INT

11 (+0)

WIS

16 (+4)

CHA

11 (+0)

Skills – Insight (+7), Religion (+3), plus choose 2 (+3 proficiency bonus)

Saves – Wisdom (+6), Charisma (+3)

Challenge – 3 (700)

Spellcasting – Spellcasting ability is Wisdom. Spell Save DC – 13. Spell Attack Modifier – +5

Cantrips (At Will): Guidance, Light, Sacred Flame

1st level (4 slots): Bane, Command, Fog Cloud, Guiding Bolt, Shield of Faith, Thunderwave

2nd level (3 slots): Continual Flame, Gust of Wind, Hold Person, Shatter, Spiritual Weapon

3rd level (2 slots): Call Lightning, Meld in to Stone, Sleet Storm, Spirit Guardians

 

Wrath of the Storm (4/long rest) – When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw, taking 2d8 lightning or thunder damage on a failed saved and half damage on a successful save.

 

Destructive Wrath (1/long rest) – When you roll lightning or thunder damage, you can deal maximum damage instead of rolling.

ACTIONS

Warhammer. Melee Attack: +5 to hit. Hit: 7 (1d8 + 2) bludgeoning.

 

Light Crossbow. Ranged Attack: +3 to hit. Hit. 4 (1d6)

 

 

Final Note

The ability to cast Call Lightning  or not will greatly impact the damage output for the 5th level cleric and could have a significant impact on the challenge of the encounter. The damage calculations that led to the assigned challenge rating assume a lightning strike every round (one with Destructive Wrath!) as well as a spiritual weapon attack each round. If you make significant changes to this tactic, possibly because you have changed domains, you may also have to reconsider how you use this NPC in an encounter. For instance, if you give the cleric more healing capabilities or more spells that help improve his allies, then he will probably need some allies around to bolster in order to justify his challenge rating of 3. Alternatively, raising the armor class and/or hit points a bit to compensate for builds where you have lowered damage output should also keep the challenge rating accurate.

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