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Devoted Acolytes

Priests practice a complex, organized form of spirituality


built around moral philosophy, the worship of a particular
deity (such as Elune) in some cases, and/or idol worship,
rather than around the reverence of the elements that
shamans practice, or the close divine connection with
animals and the wilderness that druids maintain. Priests
serve not only as influential religious figures in their
respective societies, but also as powerful practitioners of
divine magic, which they use to heal and protect, or harm
and weaken.
Devotion to the faiths of Azeroth leads many priests to
the paths of courage and heroism. In dark times, priests
carry the Light of faith with them as a reminder of the
powerful forces at work beyond the comprehension of the
peoples who walk the land. Powerful healers with an
intimate connection to the divine, priests are empowered
with abilities that aid them in times of dire need.
Creating a Priest
Are you a devoted servant of good, loyal to the holy light?, a
disciplined priest, in beautiful robes, monitoring a sept? or
are you an unholy priest of shadows, fallen either by choice
Priest or forcefully towards the necrotic arts?
It is faith in ourselves that separates us from others, and How did you enter priesthood? Were you raised in a mo-
nastery? Did you hear a whisper from the light itself telling
with our powers, we will cause great change in all of you to serve it? Or did a terrible war force you to take up
Azeroth. The weak will come to lean on you. The lepers the warmth of the holy light to assist your allies? Perhaps
will call you Lord. And the ignorant will look to you for you might have known from your earliest memories that
guidance. the priest's life was your calling, almost as if you had been
— Dark Cleric Duesten   sent into the world with that purpose stamped on your soul.
Bend down over her falling ally, a dwarf clutches her holy
symbol, and begins to sing a slow melodic tune, holy light
shining from her hand, covering her allies limp body.
Kneeling on the ground, one hand firmly grasping a staff,
the other filled with swirls of divine and necrotic energies.
A human raises, and sends out a thick halo of light and
dark energy out around him, his allies gaining new life, his
enemies feeling the rush of necrotic through their bodies.
A forsaken, surrounded in voidic energy pulls his holy
symbol from his neck as void covers his body. Tentacles
sprouting from his back, as he sends out a laughter, spew-
ing bolts of necrotic energy towards enemies and allies.
Priests are the bridge between light and dark, they are
the wielders of the warmth holy light of the divine, and the
voidic magic granted by the old gods. They serve as
protectors, healers, and casters of insanity.w
Invokers of Light and Darkness
Priests 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.
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.
PART 1 | CLASSES 1
The Priest
Proficiency
Faith
Cantrips
—Spell Slots per Spell Level—
Level Bonus Points   Features Known   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st +2 — Spellcasting, Divine Calling 3 2 — — — — — — — —
2nd +2 2 Echoes of Faith 3 3 — — — — — — — —
3rd +2 3 Absolution 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 5 Faithful Restoration 4 4 3 2 — — — — — —
6th +3 6 Divine Calling feature 4 4 3 3 — — — — — —
7th +3 7 — 4 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 9 — 4 4 3 3 3 1 — — — —
10th +4 10 Faithful Restoration improvement 5 4 3 3 3 2 — — — —
11th +4 11 — 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 — 5 4 3 3 3 2 1 1 — —
14th +5 14 Divine Calling feature 5 4 3 3 3 2 1 1 — —
15th +5 15 — 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Faithful Restoration improvement 5 4 3 3 3 2 1 1 1 1
18th +6 18 — 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Divine Calling feature 5 4 3 3 3 3 2 2 1 1

    As guardians against forces of wickedness and evil,


priests are rarely of any evil alignment. Most of them walk Class Features
the paths of charity and soothing, or did you never feel the As a priest, you gain the following class features.
warmth of the holy light, and instead felt the calling of the
old gods? their voidic magic wrapping around you, making Hit Points
your actions chaotic? Hit Dice: 1d6 per priest level
Quick Build Hit Points at 1st Level: 6 + your Constitution modifier
You can make a priest quickly by following these sugges­- Hit Points at Higher Levels: 1d6 (or 4) + your
tions. First, Charisma should be your highest ability score, Constitution modifier per priest level after 1st
followed by Constitution. Proficiencies
Optional Rule: Multiclassing
Armor: None
If your group uses the optional rule on multiclassing in the Weapons: All simple weapons
Player's Handbook, here's what you need to know if you Tools: Herbalism kit
choose priest as one of your classes. Saving Throws: Wisdom, Charisma
Ability Score Minimum. As a multiclass character, you Skills: Choose two from History, Insight, Medicine,
must have at least a Charisma score of 13 to take a level in Persuasion, and Religion
this class, or to take a level in another class if you are Equipment
already a priest. You start with the following equipment, in addition to the
Proficiencies Gained. If priest isn't your initial class, equipment granted by your background:
here are the proficiencies you gain when you take your first
level as a priest: one skill from the class's skill list. (a) a mace or (b) a quarterstaff
Spell Slots. Add your levels in the priest class to the (a) a priest's pack or (b) an explorer's pack
appropriate levels from other class to determine your a holy symbol, herbalism kit, and two daggers
available spell slots.
2 PART 1 | CLASSES
Divine Calling
Choose a divine calling, a path of priesthood that you have
devoted yourself to: Discipline, Holiness or Shadow, each
calling is detailed at the end of the class description. Your
choice grants you features when you choose it at 1st level
and again at 6th, 14th, and 20th level.
Calling Spells
Each calling has a list of associated spells. You gain access
to these spells at the levels specified in the calling descrip­-
Spellcasting tion. Once you gain access to a calling spell, you always
As a conduit for divine power. you can cast priest spells. have it prepared, and it doesn't count against the number of
See chapter 10 of the Player's Handbook for the general spells you can prepare each day.
rules of spellcasting and chapter 6 of this book for the If you gain a calling spell that doesn't appear on the
priest spell list. priest spell list, the spell is considered a priest spell for you.
Cantrips Echoes of Faith
At 1st level, you know three cantrips of your choice from At 2nd level, the force of your calling echoes through you.
the priest spell list. You learn additional priest cantrips of This echoing force is represented by faith points, which
your choice at higher levels, as shown in the Cantrips allow you to create a variety of magical effects.
Known column of the Priest table.
Faith Points
Preparing and Casting Spells You have 2 faith points, and you gain more as you reach
The Priest table shows how many spell slots you have to higher levels, as shown in the Faith Points column of the
cast your spells of 1st level and higher. To cast one of these Priest table. You can never have more faith points than
spells, you must expend a slot of the spell's level or higher. shown on the table for your level. You regain all spent faith
You regain expended spell slots when you finish a long rest. points when you finish a long rest.
You prepare the list of priest spells that are available for
you to cast, choosing from the priest spell list. When you do Devotion
so choose a number of priest spells equal to your Charisma You can use your faith points to gain additional spell slots,
modifier + your priest level (minimum of one spell). The or sacrifice spell slots to gain additional faith points. You
spells must be of a level for which you have spell slots. learn other ways to use your faith points as you reach
For example, if you are a 3rd-level priest, you have four higher levels.
1st-level and two 2nd-level spell slots. With a Charisma of Creating Spell Slots. You can transform unexpended
16, your list of prepared spells can include six spells of 1st faith points into one spell slot as a bonus action on your
or 2nd level, in any combination. If you prepare the 1st-level turn. The Creating Spell Slots table shows the cost of
spell flash heal, you can cast it using a 1st-level or 2nd-level creating spell slot of a given level. You can create spell

slot. Casting the spell doesn't remove it from your list of slots no higher in level than 5th.
prepared spells. Converting a Spell Slot to Faith Points. As a bonus
You can change your list of prepared spells when you action on your turn, you can expend one spell slot and gain
finish a long rest. Preparing a new list of priest spells a number of faith points equal to the slot's level.
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list. Creating Spell Slots
Spell Slot Level Faith Point Cost
Spellcasting Ability
Charisma is your spellcasting ability for your priest spells, 1st 2
since the power of your magic relies on your ability to 2nd 3
project your will into the world. You use your Charisma
whenever a priest spell refers to your spellcasting ability. In 3rd 5
addition, you use your Charisma modifier when setting the 4th 6
saving throw DC for a priest spell you cast and when
making an attack roll with one. 5th 7

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier


Spell attack modifier = your proficiency bonus +

your Charisma modifier


Ritual Casting
You can cast a priest spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
priest spells.
PART 1 | CLASSES 3
Absolution Divine Calling
At 3rd level, you gain the ability to channel your faith into Priests choose a divine calling, a path of priesthood that
absolutions weaved with magical effects. You start with two they follow. This calling could be the Church of the Holy
such effects: Shackle Undead and an effect determined by Light, the goddess Elune, or a sect dedicated to the dark
your calling. shadows and void. Your choice might correspond to a
Some Power Word effects require saving throws. When particular branch of the divine callings, it could simply be a
you use such an effect from this class, the DC equals your matter of personal preference, following the purpose that
priest spell save DC. appeals to you the most.
Absolution: Shackle Undead
As an action, you spend 3 faith points and present your Discipline
holy symbol. Each undead that can see or hear you within Some priests pride themselves on pragmatism. They
30 feet of you must make a Wisdom saving throw. If the understand that light casts a shadow, that darkness is
creature fails its saving throw, it is stunned for 1 minute or defined by light, and that true discipline stems from one’s
until it takes any damage. ability to balance these opposing powers in services of a
greater cause. While these priests possess many holy
Ability Score Improvement virtues to aid their allies, they also dabble in the dark arts
When you reach 4th level, and again at 8th, 12th, 16th, and to debilitate their enemies.
19th level, you can increase one ability score of your choice Discipline Calling Spells
by 2, or you can increase two ability scores of your choice Priest Level Spells
by 1. As normal, you can't increase an ability score above 20
using this feature. 1st cure wounds, inflict wounds
3rd darkness, silence
Faithful Restoration
5th ✦ divine star, vampiric touch
Starting at 5th level, you regain 2 faith points whenever you
finish a short rest. 7th death ward, guardian of faith
The number of faith points you regain increases to 3 at 9th contagion, wall of force
10th level, and 4 faith points at 17th level.
✦ New spells can be found in chapter 6 later in this book

Bonus Cantrip
Starting at 1st level, you learn one additional priest cantrip
of your choice, this cantrip does not count against your
number of priest cantrips known.
1st LEVEL FEATURE
Feature here
Absolution: Penance
Starting at 2nd level, you can use your Absolution to burst
out an expanse of radiance or necrotic force.
You can spend up to five faith points as an action and
release a penancing volley towards a target you can see
within 60 feet of you. When done, you choose whether you
want to commend or condemn that target.
Commend. The target regains hit points equal 2 + 1d6
for each faith point spent. If this restores a creature to its
hit point maximum, it gains temporary hit points equal to
the number of hit points that remain in the pool.
Condemn. The target takes radiant or necrotic damage
(your choice) equal to 1d10 for each faith point spent, and
must succeed on a Wisdom saving throw or be frightened
of you until the end of your next turn.

4 PART 1 | CLASSES
Pain Suppression At 6th level, the divine enery of your faith can empower
Beginning at 6th level, your disciplined mind is capable of healing spells. Whenever you or an ally within 5 feet of you
projecting a suppressive barrier for your allies' protection. rolls dice to determine the number of hit points a spell
As a bonus action, you can grant a barrier to a friendly restores, you can spend 1 faith point to reroll any number
creature that you can see within 60 feet of you. The barrier of those dice once, provided you aren't incapacitated. You
is invisible. Any bludgeoning, piercing, or slashing damage can use this feature only once per turn.
the target takes is reduced by 2 + your proficiency bonus.
This effect lasts for 1 minute, until you use it again, or until
you are incapacitated.
Castigation
Starting at 14th level, when you cast a spell that deals
damage, choose one creature damaged by that spell on the
round you cast it. That creature takes extra radiant or ne­-
crotic damage (your choice) equal to half your priest level.
This feature can be used only once per casting of a spell.
Clarity of Will
At 20th level, you are able to harness your focused will,
improving your Pain Suppression. Your suppression
barrier now reduces all damage taken.
While a creature is under the effect of your suppression
barrier, it also has advantage on saving throws to avoid
being charmed or frightened.
Holy
The most adept priests leave their houses of worship to
serve on the battlefield, as shepherd to flock. There, they
use their holy powers to bless allies and mend wounds.
And while most stay behind the frontlines to aid their
comrades, these holy champions are also capable of
smiting foes and carrying out sacred justice.
Holy Calling Spells
Priest Level Spells
1st bless, cure wounds
3rd lesser restoration, ✦ shining force
5th beacon of hope, revivify
7th death ward, divination
9th mass cure wounds, raise dead

✦ New spells can be found in chapter 6 later in this book

Bonus Proficiency
Starting at 1st level, you gain proficiency in religion if you
don't already have it and your proficiency bonus doubles for
any ability check you make with it.
Divine Hymn
At 1st level, you can use your action and present your holy
symbol to evoke healing energy that can restore a number
of hit points equal to five times your priest level. Choose
any creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a creature to
no more than half of its hit point maximum. You can't use
this feature on an undead or a construct.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Healing Prayer

PART 1 | CLASSES 5
Holy Nova     When you use this feature, you must succeed on a
Starting at 14th level, when you are hit by a melee attack, Wisdom saving throw (DC 10 + 1 for each additional use of
you can use your reaction to deal radiant damage to the this feature since your last long rest). On a failed save, you
attacker. The damage equals your priest level. The attacker can't use this feature again until you finish a long rest.
must also make a Strength saving throw against your priest Shadowform
spell save DC. On a failed save, the attacker is pushed in a Beginning at 6th level, you can invoke the dark corruption
straight line up to 20 feet away from you. laying dormant within you.
Guardian Spirit As a bonus action, you can magically shroud yourself in
At 20th level, you can call upon a spirit to guide a fallen ally shadow. For 1 minute, you gain the following benefits:
back to their body. When a creature within 60 feet of you If you are not wearing any armor, you add your
dies, you can use your reaction to return them to live before Charisma modifier to your Armor Class.
their spirit leaves for the shadowlands. The target is imme­- A creature takes necrotic damage equal to your
diately returned to life and healed for half of their hit point Charisma modifier when it hits you with a melee attack
maximum. The target also gains immunity towards all or if it touches you.
damage until the start of their next turn. You spells ignores resistance towards necrotic and
Once you use this feature, you can't use it again until you psychic damage, and creatures immune to necrotic
finish a long rest. damage are considered resistant.
Shadow Once you use this feature, you can't use it again until you
finish a short or long rest.
The brightest light casts the darkest shadow -- and from
within this blackness, a rival power dwells. Shadow priests Dominant Mind
fully embrace this opposing polarity, their faith equally Upon reaching 14th level, you can use your telepathic voice
resolute as their holy counterparts. Like all priests, they to overwhelm the minds of others. As an action, you can
dedicate much of their lives to worship -- but they derive spend 6 faith points to cast dominate beast or dominate
their power from the Void, straying dangerously close to the person on a creature within 30 feet of you.
domain of the Old Gods. Additionally, you have advantage on saving throws
Shadow Calling Spells against being charmed.
Priest Level Spells Surrender to Madness
1st arms of hadar, ✦ dark void At 20th level, you can embrace the mad whispers of the
void and let their powers flow through you.
3rd ✦ mind flay, phantasmal force When you use your bonus action to shroud yourself in
5th fear, vampiric touch your shadowform, or as a bonus action while it is active.
You can submit yourself to the void for the shadowforms
7th evard's black tentacles, ✦ void shift duration and grant the following benefits:
9th enervation XGE, ✦ shadow crash
When you would normally roll one or more damage dice
✦ New spells can be found in chapter 6 later in this book for a priest spell of 5th level or lower, you instead use
the highest number possible for each die.
Psychic Voice You can use your reaction when a creature that you can
Starting at 1st level, you are able to pierce the minds of see targets you with an attack or spell, piercing its mind
other creatures. You can communicate telepathically with with the ramblings of the old gods. The creature must
any creature you can see within 30 feet of you. You don't succeed on a Wisdom saving throw against your spell
need to share a language with the creature for it to under­- DC or be incapacitated until the start of your next turn.
stand your telepathic utterances, but the creature must be At the end of each of your turns while Surrender to
able to understand at least one language. Madness is activate, you must succeed on a Wisdom saving
Legacy of the Void throw (DC 10 + 1 for each successful save), or take half
Also at 1st level, when you damage a creature with a priest your hit point maximum in psychic damage as the madness
cantrip, you may deal additional psychic damage equal to overwhelms you and ends your shadowform.
your Charisma modifier. Once you use this feature, you can't use it again until you
finish a long rest.

6 PART 1 | CLASSES
Priest Spells Animate Dead


6th Level Ang
Beacon of Hope

Protection from Energy

Eyebite

1st-le
Cantrips (0 Level)
Bestow Curse

Remove Curse

Find the Path

Daylight

Revivify

Forbiddance

Casti
Guidance

Dispel Magic

Speak with Dead

Harm

Rang
Light
✦ Divine Star

Spirit Guardians

Heal

Comp
Mending

Fear

Tongues

Mass Suggestion

Dura
✦ Mind Blast

Feign Death

Vampiric Touch
Resistance

True Seeing

You to
Glyph of Warding

Word of Recall swiftn


Sacred Flame

Hunger of Hadar

4th Level the cr


Spare the Dying

Life Transference XGE

Banishment

7th Level as a b
Thaumaturgy

Magic Circle

Death Ward

Divine Word

Toll the Dead XGE

Mass Healing Word Divination

Etherealness

Dar
Virtue UA

Evard's Black Tentacles

Regenerate

1st-le
Word of Radiance XGE Freedom of Movement

Resurrection

Guardian of Faith

Casti
1st Level Temple of the Gods XGE Rang
Locate Creature

Comp
✦ Angelic Feather

✦ Void Shift 8th Level Dura


Arms of Hadar

Abi-Dalzim's

Bless

5th Level
    Horrid Wilting XGE

You g
Cause Fear XGE

Dawn XGE

Antimagic Field

necro
Ceremony XGE

Dispel Evil and Good

Holy Aura

within
Cure Wounds

Geas

Maddening Darkness XGE

throw
✦ Dark Void

Greater Restoration

as mu
Detect Evil and Good

Mind Blank
Hallow

At
Detect Magic

Mass Cure Wounds

9th Level slot o


Guiding Bolt

Negative Energy Flood XGE

Foresight

each
Healing Word

Raise Dead

Mass Heal

Inflict Wounds

Scrying

Psychic Scream XGE

Div
✦ Mind Vision

✦ Shadow Crash

3rd-le
Prot. from Evil and Good

True Resurrection
Wall of Light XGE Casti
Purify Food and Drink

Rang
Sanctuary

Comp
Shield of Faith Dura
2nd Level A sta
Aid

and 5
Blindness/Deafness

Each
Calm Emotions

point
Crown of Madness

savin
Gentle Repose

or ha
Healing Spirit XGE

At
Hold Person

slot o
Lesser Restoration

incre
✦ Mind Flay

Mind Spike XGE

Min
Prayer of Healing

Evoca
Protection from Poison

Casti
✦ Shackle Undead

Rang
✦ Shining Force

Comp
Silence

Dura
Suggestion
You a
3rd Level creat
succe
dama
Th
5th le

PART 1 | CLASSES 7
Mind Flay Shadow Crash
2nd-level enchantment 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You wreathe the mind of a creature you can see within Shadow energy drips from your palm as you pull it towards
range. The target must make a Wisdom saving throw. On a the ground and blanket a point that you can see within
failed save, the creature takes 2d6 psychic damage and has range in darkness. Each creature in a 20-foot-radius sphere
disadvantage on all attack rolls and ability checks for the centered on that point must make a Constitution saving
spells duration, and on as successful save, the creature throw. A creature takes 8d8 necrotic damage on a failed
takes half damage but suffers no other effects of the spell. save, or half as much damage on a successful one. The
At the end of each of its turns, the creature can make a darkness spreads around corner and the area of the spell is
Wisdom saving throw, ending the spell on a success. heavily obscured by magical darkness until the end of your
At Higher Levels. When you cast this spell using a spell next turn.
slot of 3rd level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
each slot level above 2nd. slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.
Mind Vision
1st-level divination Shining Force
Casting Time: 1 action 2nd-level abjuration
Range: Touch Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 hour Components: V, S
You extend your arm and touch a willing creature within Duration: Concentration, up to 1 minute
reach. For the duration of the spell, you see through the Bright light bursts out from a creature you can see within
creatures eyes and hear what it hears. During this time, range, pushing away hostile creatures. Each creature of
you lose of your own senses and are considered blinded, your choice within a 10-foot-radius of the target must
deafened, and stunned. You can end your mind vision as a succeed a Dexterity saving throw, or be pushed 10 feet
free action on your turn. away from the target and be knocked prone. For the
duration of the spell, you can use your action to burst the
Shackle Undead shining force from the chosen creature again.
2nd-level enchantment
Casting Time: 1 action Void Shift
Range: 60 feet 4th-level necromancy
Components: V, S, M (a short piece of chain) Casting Time: 1 action
Duration: 1 minute Range: 60 feet
Choose an undead creature that you can see within range. Components: V, S
The target must succeed on a Wisdom saving throw or be Duration: Instantaneous
stunned for the duration or until it takes damage. At the You call upon the void to shift the health of you and another
end of each of its turns, the target can make a new Wisdom creature. Choose a willing creature within range, you and
saving throw. On a success, the spell ends on the target. the chosen creature exchange your current hit points, to a
At Higher Levels. When you cast this spell using a spell maximum of 40 hit points from each creature.
slot of 3rd level or higher, you can target on additional At Higher Levels. When you cast this spell using a spell
creature for each slot level above 2nd. The creatures must slot of 5th level or higher, the maximum hit points you can
be within 30 feet of each other when you target them. exchange increases by 10 for each slot level above 4th.

8
Changelog Power Word
Renamed Devotion to Echoes of Faith At 3rd level, you are able to utter words of power weaved
Removed Power Word, replaced with Absolution. with magical effects. You gain two of the following Power
Reworked Divine Restoration into Restored Faith. Word options of your choice. You gain another one at 10th
and 17th level.
Notes
Should we add Divine Intervention back in at 10th level, Barrier
with an improvement at 20th? When a creature within 30 feet of you is hit by an attack
A new 18th level feature is required. roll, you can use your reaction and expend 1 faith point to
force the creature to reroll the attack.
Beckon
You can use your reaction and spend 2 faith points when a
friendly creature within 60 feet of you is forced to make a
saving throw to avoid an area effect or falls. The creature is
pulled to an empty space within 5 feet of you and suffers no
effects from the area effect if beckon pulled it out of its area
and takes no damage from falling.
Chastise
Using your action, you can expend 2 faith points to chastise
a creature within 30 feet of you. The creature must succeed
on a Wisdom saving throw against your priest spell save
DC or be incapacitated until the end of itsn ext turn.
Death
When you roll damage for a priest spell, you can spend 1
faith point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You must use the
new rolls for those dice.
Fortitude
You can use your reaction and spend 2 faith points to give
creatures advantage on a saving throw. To do so, choose a
number of creatures within 30 feet of you up to your Cha­-
risma modifier (minimum of one) to gain advantage on the
saving throw.
Radiance
When you are hit by a melee attack, you can spend 1 faith
point as a reaction and force the creature to succeed on a
Wisdom saving throw against your priest spell save DC or
be frightened of you until the end of its next turn.
Pain
As a bonus action, you expend 1 faith point and wreathe a
creature within 60 feet of you in pain. The creature must
succeed on a Constitution saving throw against your priest
spell save DC, or have disadvantage on all attack rolls until
the end of its next turn.
Shield
You can touch a creature as a bonus action and expend 2
faith points, giving it temporary hit points equal to half your
priest level + your Charisma modifier.
Solace
When you restore hit points to a creature with a priest spell
of 1st level or higher, you can spend 1 faith point to restore
additional hit points equal to your Charisma modifier to
one creature affected by the spell.
 
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