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3.0 Rework - Priest - GM Binder
3.0 Rework - Priest - GM Binder
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
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
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
Eyebite
1st-le
Cantrips (0 Level)
Bestow Curse
Remove Curse
Daylight
Revivify
Forbiddance
Casti
Guidance
Dispel Magic
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
Hunger of Hadar
Banishment
7th Level as a b
Thaumaturgy
Magic Circle
Death Ward
Divine Word
Etherealness
Dar
Virtue UA
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
Abi-Dalzim's
Bless
5th Level
Horrid Wilting XGE
You g
Cause Fear XGE
Dawn XGE
Antimagic Field
necro
Ceremony XGE
Holy Aura
within
Cure Wounds
Geas
throw
✦ Dark Void
Greater Restoration
as mu
Detect Evil and Good
Mind Blank
Hallow
At
Detect Magic
Foresight
each
Healing Word
Raise Dead
Mass Heal
Inflict Wounds
Scrying
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
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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