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Priest

P
riests are devoted to the spiritual, and express
their unwavering faith by serving the people.
For millennia they have left behind the confines
of their temples and the comfort of their shrines
so they can support their allies in war-torn
lands. In the midst of terrible conflict, no hero
questions the value of the priestly orders. These
masters of the healing arts keep their companions fighting far
beyond their normal capacities with an array of restorative
powers and blessings. The divine forces at the priest’s
command can also be turned against foes, smiting them with
holy fury. As light cannot exist without darkness, and
darkness without light, some priests tap into shadow to
better understand their own abilities, as well as the abilities
of those who threaten them.
The Divine
It is faith in ourselves that separates us from others, and with
our powers, we will cause great change in every realm. The
weak will come to lean on you. The lepers will call you Lord.
And the ignorant will look to you for guidance. Priest's
harness the power of the divine in hope to restore their world
back to true order.
Holy Worshippers
Priest's are devoted followers to their chosen god or diety,
spending the majority of their life fulfilling their duty to their
diety. Well adversed in the realm of magic and medicine, the
priest channels ancestral magic to amplify their already
strong magical power.
Creating a Priest
As you are creating your priest, keep in mind which god or
diety you follow. Is it a god feeding you objectives to complete
in order to serve them? Did you humbly select your god to
worship or did some form of power or diety come to you
either in seek of help or in desperation to control you. Are you
going to heal and protect your allies from the back line or
cast spells to torment your enemies minds.
Quick Build
You can make a priest quickly by following thse suggestions.
First, Intellegence should be your highest ability score,
followed by Constitution or Dexterity. Second choose the
sage or acolyte background.
The Priest
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Purify 3 2 — — — — — — — —
2nd +2 Divine Discipline, Eternal Servitude 3 3 — — — — — — — —
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Power Infusion 4 4 3 2 — — — — — —
6th +3 Divine Discipline feature 4 4 3 3 — — — — — —
7th +3 Eternal Servitude (2) 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Clarity of Will 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 Eternal Servitude (3) 5 4 3 3 3 2 1 1 — —
14th +5 Divine Discipline feature 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Holy Fervor 5 4 3 3 3 2 1 1 1 1
18th +6 Divine Discipline feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention 5 4 3 3 3 3 2 2 1 1

Class Features Spellcasting


As a priest, you gain the following class features: As a student of holy magic, you channel the power from your
holy symbol to produce spells. See chapter 10 for the general
Hit Points rules of spell casting and chapter 11 for the priest spell list.
Hit Dice: 1d6 per priest level Cantrips
Hit Points at 1st Level: 6 + your Constitution modifier At first level, you know three cantrips of your choice from the
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution priest spell list. You learn additional priest cantrips of your
modifier per priest level after 1st. choice at higher levels, as shown in the Cantrips Known
Proficiencies column of the Priest table.
Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaffs, light Preparing and Casting Spells
crossbow The Priest table shows how many spell slots you have to cast
Tools: None your spells of 1st level and higher. To cast one of these My
Full-Caster spells, you must expend a slot of the spell’s level
Saving Throws: Constitution, Intelligence or higher. You regain all expended spell slots when you finish
Skills: Choose two from Arcana, History, Medicine, Nature, a long rest. You prepare the list of priest spells that are
Perception, Religion available for you to cast, choosing from the priest spell list.
Equipment When you do so, choose a number of priest spells equal to
You start with the following equipment, in addition to the your Intelligence modifier + your priest level. The spells must
equipment granted by your background: be of a level for which you have spell slots. You can change
your list of prepared spells when you finish a long rest.
(a) a quarterstaff or (b) a dagger
(a) studded leather
(a) a priest's pack or (b) an explorer's pack
A holy symbol
Power Infusion
Spellcasting Ability
Intelligence is your spellcasting ability for your priest spells. Starting at 5th level, as an action you are able to channel the
You use your Intelligence whenever a spell refers to your power of your diety to bless a creature within 60 feet,
spellcasting ability. In addition, you use your Intelligence granting them advantage and additional damage on all
modifier when setting the saving throw DC for a priest spell attacks and spells equal to your Intelligence modifier
you cast and when making an attack roll with one. (minimum one) until the start of your next turn. You regain
use of this feature after you finish a short or long rest.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier Clarity of Will
Spell attack modifier = your proficiency bonus + Starting at 10th level, you are able to create divine barriers to
your Intelligence modifier protect allies. As a reaction, you are able to create a magical
Ritual Casting
barrier around a creature within 30 feet, until the start of
You can cast a priest spell as a ritual if that spell has the ritual their next turn they have +5 AC. This feature can be used
tag and you have the spell prepared. once per short rest.

Spellcasting Focus Holy Fervor


You can use a holy symbol (see chapter 5, "Equipment") as a Starting at 17th level, you can use your action to make a
spell casting focus for your priest spells. creature that you can see make an Intelligence saving throw.
If the creature fails the saving throw, it is incapacitated until
Purify the start of your next turn. If the creature has an allignment
Adept in the knowledge of a creature's energy, twice per day of any type of evil it automatically fails the saving throw.
during a short rest you are able to cleanse a willing creature's
body. Doing so, removes all desease or conditions currently
effecting them.
Divine Disciplines
At first level. chose a pathway paved by your diety in order to
protect others from the hands of pure evil. Choose a
discipline of Holy, Shadow, blank in order to self-righteously
restore your realm to order. Each discipline is detailed at the
end of the class description and each one provides examples
of gods associated with it. Your choice grants your discipline
spells and other features wqhen you choose it at 2nd level. It
also grants you features at 2nd level and additional benefits
at 6th, 14th and 18th level.
Discipline Spells
Each discipline has a list of spells—its discipline spells—that
you gain at the priest levels noted in the discipline
description. Once you gain a discipline spell, you always have
it prepared and it doesn't count against the number of spells
you can prepare each day. If you have a discipline spell that
doesn't appear on the priest spell list, the spell is nonetheless
a priest spell for you.
Eternal Servitude
At second level, your diety or god blesses you once per long
rest, allowing you to cast a spell without expending a spell
slot (maximum 3rd level spell slot). This number of times you
are blessed per day increases to twice when you reach 11th
level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature. Alternatively, you can choose a feat (see
Chapter 6 for a list of feats).
Salvation
Divine Intervention Starting at 6th level, your admiration towards companions
When you reach 20th level, you ascend to a higher form of strengthen. Your movement speed is doubled when moving
devotion, unlocking a small fragment of your diety's ancestral towards an injured ally with the intent of healing. Failure to
power. As a reaction, when an ally within 30 feet of you take heal wounded ally results in the loss of your action for that
damage, knocking them unconcious. Restore them back to turn.
life with HP equal to half their hit die. This ancestral magic
can be used once day. Shared Healing
Starting at 14th level, the healing spells you cast on others
heal you as well. When you cast a spell that restores hit
Divine Disciplines points to a creature other than you, you regain hit points
Priests are masters of healing and preservation. Infused with equal to your Intelligence modifier (minimum 1).
the Light, they can restore their wounded allies, shield them Beacon of Life
in battle, and even resurrect them. While they have a variety Starting at 18th level, any number of creatures (up to your
of protective and enhancement spells to bolster their allies, Intelligence modifier) within 30 feet are under the effect of
they can also wreak terrible vengeance on their enemies, the spell beacon of hope. A creature that is not on the same
using the grand powers of the holy light to smite and purge, plane as you cannot benefit from this feature.
or the devastating powers of the shadow to decimate their
minds Shadow
Holy The Light in which many priests bathe is brilliant and
After spending much of their lives in temples studying effervescent, granting them immense divine power. But the
ancient doctrine, preaching the tenets of their faith, and brightest light casts the darkest shadow—and from within
pledging their full devotion to the divine powers they follow, this blackness, a rival power dwells. Shadow priests fully
the most adept priests leave their houses of worship to serve embrace this opposing polarity, their faith equally resolute as
on the battlefield, as shepherd to flock. There, they use their their holy counterparts—but focused on shadowy magics and
holy powers to bless allies and mend wounds. And while mental manipulation. Like all priests, they dedicate much of
most stay behind the frontlines to aid their comrades, these their lives to worship—but they derive their power from the
holy champions are also capable of smiting foes and carrying Void, straying dangerously close to the domain of the Old
out sacred justice. They’re also morally opposed to the use of Gods. To truly understand such ancient, corruptive influence
Shadow and Void magic—rather, they are exemplars of the is to be driven mad. This is the state in which these dark
incredible grace and power of the divine and the Light, and priests thrive, embracing insanity and feeding off of the
even death cannot fully stop their healing capabilities. minds of their opponents to reach terrifying new limits.
Shadow Discipline Spells
Holy Discipline Spells
Priest Level Spells
Priest Level Spells
1st charm person, sleep
1st bless, cure wounds
3rd mirror image, pass without trace
3rd lesser restoration, spiritual weapon
5th fireball, dispel magic
5th beacon of hope, revivify
7th dimension door, greater invisibility
7th death ward, guardian of faith
9th dominate person, modify memory
9th mass cure wounds, raise dead

Divine Blessing Mind Spike


At first level your healing spells are more effective. Whenever At first level, you can use a bonus action when casting a spell
you use a spell to restore hit points to a creature, the creature that does damage. Roll one additional damage die of the
regains additional hitpoints equal to the spell's level + your casted spell and add it as psychic damage. When you reach
intelligence modifier. 11th level, roll two additional die. This feature can be used a
number of times equal to your intelligence modifier.
Proficient Healer Shadow Covenant
Starting at second level, you have advantage on all medicine Being adept in the powers of the mind you are able to shape
checks that relate to humanoids and two other monster types people's opinions and desicions to allign with your own.
of your choice. Starting at 2nd level, you become proficient in Insight and
Persuasion. If you are already proficient in either, your
proficiency bonus is doubled.
Adaptive Mind
Even the simplest physical techniques require a deep
understanding of how ancestral magic can augment mind
and body. This understanding allows you to alter your
defenses to better deal with threats. Starting at 6th level, you
can replace your proficiency in Intelligence saving throws
whenever you finish a short or long rest. To do so, choose
Strength, Dexterity, Wisdom, or Charisma. You gain
proficiency in saves using that ability, instead of Intelligence.
This change lasts until you finish your next short or long rest.
Mind's Edge
As your devoutment powers grow in strength, you learn how
to remain focused even when being attacked or wounded.
Starting at 14th level, when concentrating on a spell, you may
add your Intelligence modifier to the saving throw that
dictates whether or not you can maintain concentration when
being attacked.
Mind Control
At 18th level, you have learned the most important teaching
of the shadowform: it's not how you use your power in a
battle, it's how you use your adversary's power against them.
You can use your reaction when you are targeted by a spell
that deals damage to redirect it to the original caster. You
must make a roll using your Intelligence modifier, to beat a
DC of 10 + the level of the spell you're trying to redirect. The
redirected spell's new point of origin is the original spell
caster. If it had a saving throw, it uses your spell DC now, if it
needs an attack roll, you make that roll with your spell attack.
If the spell fails to redirect, you take additional psychic
damage equal to the spell's damage die multiplied by half of
the spell's level. You can only use this feature once per long
rest.
Priest Spells
Cantrips (0 Level) 2nd Level 4th Level Eyebite
Acid Splash Aid Aura of Life Forbiddance
Dancing Lights Calm Emotions Aura of Purity Globe of Invulnerability
Firebolt Crown of Madness Banishment Harm
Guidance Darkness Blight Heal
Light Detect Thoughts Confusion Mass Suggestion
Message Enhance Ability Death Ward Mental Prison
Minor Illusion Enthrall Dimension Door Soul Cage
Prestidigitation Healing Spirit Divination Sunbeam
Spare the Dying Hold Person Evard's Black Tentacles Word of Recall
Toll the Dead Invisibility Fire Shield
Word of Radiance Lesser Restoration God's Divide 7th Level
Mind Spike Greater Invisibility Conjure Celestial
1st Level Misty Step Guardian of Faith Divine Word
Arms of Hadar Phantasmal Force Phantasmal Killer Finger of Death
Bane Prayer of Healing Shadow of Moil Forcecage
Bless Ray of Enfeeblement Plane Shift
Cause Fear Suggestion 5th Level Power Word Pain
Ceremony Warding Bond Antilife Shell Regenerate
Charm Person Zone of Truth Banishing Smite Resurrection
Chromatic Orb Circle of Power Temple of the Gods
Command 3rd Level Commune
Cure Wounds Aura of Vitality Creation 8th Level
Detect Evil and Good Beacon of Hope Dispel Evil and Good Demiplane
Detect Magic Clairvoyance Dominate Person Feeblemind
Divine Favor Counterspell Dream Holy Aura
Faefie Fire Crusader's Mantle Geas Maddening Darkness
False Life Enemies Abound Greater Restoration Mind Blank
Healing Word Fear Hallow Sunburst
Heroism Fly Hold Monster
Hex Haste Holy Weapon 9th Level
Inflict Wounds Hunger of Hadar Mass Cure Wounds Imprisonment
Protection from Evil and Leomund's Tiny Hut Modify Memory Power Word Heal
Good Life Transferene Smite from Avove Power Word Kill
Sanctuary Mass Healing Word Psychic Scream
Shield Remove Curse 6th Level True Resurrection
Shield of Faith Revivify Circle of Death Wish
Spirit Fire Disintegrate
Smite from Above
Priest Signature Spells 5th-level evocation
Spirit Fire Casting Time: 1 action
3rd-level evocation Range: 60 ft
Casting Time: 1 action Components: V, S
Range: 90 feet Duration: Instantaneous
Components: V, S A vertical column of divine fire roars down from the
Duration: Instantaneous heavens in a location you specify. Each creature in a 10-foot
The ground beneath a target location begins to turn radius, 10-foot-high cylinder centered on a point within range
turmoil or holy, tormenting or reckoning all creatures in must make a Dexterity saving throw. A creature takes 2d6 fire
contact. Each creature in a 20-foot-radius sphere centered on damage and 2d6 radiant damage on a failed save, or half as
that point must make a dexterity saving throw. A target takes much damage on a successful one. If struck by the full
8d6 necrotic or radiant damage on a failed save, or half as damage, the target is blinded until the end of their next turn.
much damage on a successful one. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant
slot of 4th or higher, the damage increases by 1d8 for each damage (your choice) increases by 1d6 for each slot level
slot level above 3rd. above 5th.

God's Divide
4th-level evocation
Casting Time: 1 action
Range: 120 ft
Components: V, S, M (A damped torch)
Duration: Yes, Up to 1 minute
You create a wall of decay holy light on a solid surface
within range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20 feet in
diameter, 20 feet high, and 1 foot thick. The wall is opaque
and lasts for the duration.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature
takes 5d8 necrotic ot radiant damage, or half as much
damage on a successful save.
One side of the wall, selected by you when you cast this
spell, deals 5d8 necrotic or radiant damage to each creature
that ends its turn within 10 feet of that side or inside the wall.
A creature takes the same damage when it enters the wall for
the first time on a turn or ends its turn there. The other side
of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th

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