Priest 02.16.2023

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The Priest

Level Proficiency Bonus Cantrips Known Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Divine Archetype, Spellcasting 2 — — — — — — — —
2nd +2 2 Channel Divinity 3 — — — — — — — —
3rd +2 2 Character Talent 4 2 — — — — — — —
4th +2 3 Ability Score Improvement 4 3 2 — — — — — —
5th +3 3 Divine Archetype feature 4 3 3 — — — — — —
6th +3 3 Cosmic Renewal 4 3 3 1 — — — — —
7th +3 3 Character Talent 4 3 3 2 — — — — —
8th +3 3 Ability Score Improvement 4 3 3 3 1 — — — —
9th +4 3 Divine Archetype feature 4 3 3 3 2 — — — —
10th +4 4 Channel Divinity (2/rest) 4 3 3 3 2 — — — —
11th +4 4 Character Talent 4 3 3 3 2 1 — — —
12th +4 4 Ability Score Improvement 4 3 3 3 2 1 — — —
13th +5 4 Divine Archetype feature 4 3 3 3 2 1 1 — —
14th +5 4 Cleansing Touch 4 3 3 3 2 1 1 — —
15th +5 4 Character Talent 4 3 3 3 2 1 1 1 —
16th +5 4 Ability Score Improvement 4 3 3 3 2 1 1 1 —
17th +6 4 Divine Archetype feature 4 3 3 3 2 1 1 1 1
18th +6 4 Channel Divinity (3/Rest) 4 3 3 3 3 1 1 1 1
19th +6 4 Character Talent 4 3 3 3 3 2 1 1 1
20th +6 4 Providence 4 3 3 3 3 2 2 1 1

Class Features Divine Archetype


As a Priest, you gain the following class features: 1st–level Priest feature
Hit Points
You choose an archetype from the options listed at the end of
this class description that you strive to emulate in your
Hit Dice: 1d8 per Priest level eternal pursuit of divinity. The archetype you choose grants
Hit Points at 1st Level: 8 + your Constitution modifier you special spells and other features at 1st level. It also grants
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution you additional options for your Channel Divinity feature when
modifier per Priest level after 1st you gain it at 2nd level, and additional benefits at 5th, 9th,
Proficiencies 13th, and 17th levels.
Armor: Light armor, Medium armor; shields
Weapons: Simple weapons Archetypal Spells
Tools: None Each archetype has a list of spells that you gain at the priest
levels noted in the archetype description. Once you gain an
Equipment archetypal spell, you always have it prepared, and it doesn't
You start with 3d6 x 10 gp. to buy your own equipment, in count against the number of spells you can prepare each day.
addition to the equipment afforded to you by your If you have a domain spell that doesn't appear on your chosen
background. spell list, it is nontheless a spell that's available to you.

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Spellcasting
1st–level Priest feature
As a conduit for divine power, you are able to cast spells. The number of times you can use this feature is based on the
Depending on your choice of Divine Archetype, you are able level you've reached in this class: 2nd level, once; 6th level,
to cast spells either from the cleric or druid spell list. twice; and 18th level, thrice. You regain all expended uses
when you finish either a short or long rest.
Cantrips
At 1st level, you know three cantrips of your choice from the Turn Evil
cleric spell list. You learn additional cleric cantrips of your Each undead or fiend that can see or hear you within 30 feet
choice at higher levels, as shown in the Cantrips Known of you must make a Wisdom saving throw. If the creature
column of the Priest table. fails its saving throw, it is turned for 1 minute or until it takes
any damage.
Preparing and Casting Spells A turned creature must spend its turns trying to move as far
The Priest table shows how many spell slots you have to cast away from you as it can, and it can't willingly move to a space
your spells of 1st–level and higher. To cast one of these spells, within 30 feet of you. It also can't take reactions. For its
you must expend a slot of the spell's level or higher. You action, it can use only the Dash action or try to escape from
regain all expended spell slots when you finish a long rest. an effect that prevents it from moving. If there's nowhere to
You prepare the list of spells that are available for you to cast, move, the creature can use the Dodge action.
choosing from the Cleric spell list. When you do so, choose a Abjure Evil. Starting at 6th level, when an undead or fiend
number of spells equal to your Wisdom modifier + your fails its saving throw against your Turn Evil feature, the
Priest level (minimum of one spell). The spells must be of a creature is instantly abjured if its Hit Dice are less than your
level for which you have spell slots. level in this class. An abjured undead is destroyed, and an
For example, if you are a 3rd–level Priest, you have four 1st- abjured fiend is banished to its home plane.
level and two 2nd-level spell slots. With a Spellcasting score
of 16, your list of prepared spells can include six spells of 1st Character Talent
or 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or 2nd- 3rd–level Priest feature
level slot. Casting the spell doesn't remove it from your list of At this level, and again at 7th, 11th, 15th, and 19th level, you
prepared spells. gain the benefits of two talents of your choice. These talents
are described in the "Character Talents" document, separate
Spellcasting Ability from this one.
Your spellcasting ability is either Wisdom or Charisma, and is
sorely dependent on your chosen Divine Archetype. The
power of your spells comes from your faith and emotional Ability Score Improvement
state of mind. You use your spellcasting ability when setting 4th–level Priest feature
the saving throw DC for a spell you cast and when making an
attack roll with one. When you reach a level that grants this feature, you can
either increase one ability score of your choice by 3, two
ability scores of your choice by 2 and 1 respectively, or three
Spell Save DC = 8 + your proficiency bonus + ability scores of your choice by 1. You cannot use this feature
your Wisdom or Charisma modifier
to increase an ability score above your racial maximum.
Spell attack modifier = your proficiency bonus + Additionally, you can replace one skill, tool, or weapon
proficiency that benefits from your Roguish Mastery feature
your Wisdom or Charisma modifier with one other skill, tool, or weapon proficiency that doesn't
Channel Divinity benefit from the feature.
2nd–level Priest feature Cosmic Renewal
You gain the ability to channel cosmic energy directly from 6th–level Priest feature
yourself, using that energy to fuel magical effects. You start
with two such effects: Turn Evil, and an effect determined by As a bonus action on your turn, you can regain two expended
your archetype. Some archetype grant you additional effects spell slots, the level of which can be no higher than half of
as you advance in levels, as noted in the domain description. your proficiency bonus (rounded up). Once you use this
feature, you must finish a long rest before you can use it
again.
You can use this feature twice between rests when you reach
12th level, and three times when you reach 18th level.
CLASSES | THE PRIEST
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Cleansing Touch
14th–level Priest feature
You can use your action and spend a spell slot to end one Additionally, when you cast the light cantrip, it undergoes the
spell on yourself or on one willing creature that you touch. following changes:
The spell slot you expend must greater-than or equal to the You can cast the cantrip as a bonus action.
level of the spell that is afflicting your target.
You must maintain concentration on the cantrip.
Providence It has a duration of 1 minute instead of 1 hour.
20th–level Priest feature The bright light emitted from the cantrip is considered to
When you reach the pinnacle of your power, you may call on be sunlight.
the higher powers of the cosmos when your need is great. When you target an object held or worn by a hostile
Imploring the cosmos' aid requires you to use your action. creature, that creature has disadvantage on the saving
Describe the assistance you seek, and roll percentile dice. If throw to avoid the spell.
your result is 20 or lower, the cosmos intervene. The DM
chooses the nature of the intervention; the effect of any spell Divine Vigilance
or archetype spell would be appropriate. If the cosmos 1st–level Cleric feature
intervene, you can't use this feature again for 1 week.
Otherwise, you can use it again after you finish a long rest. As an action, you give one creature you touch (including
possibly yourself) advantage on the next initiative roll the
creature makes. This benefit immediately ends after the roll,
Divine Archetype or if you use this feature again.
As priests embody and channel the cosmic forces, their You can use this feature a number of times equal to your
approach to their divinity manifests in a myriad of ways. The proficiency bonus, and you regain all expended uses when
Divine Archetype you choose to emulate reflects your you finish either a short or long rest.
approach.
Channel Divinity: Sacred Rebuke
Cleric 2nd–level Cleric feature
The archetypal Cleric is an intermediary between the mortal You can use your Channel Divinity to rebuke violent actions.
world and the far realm, where the gods wander. As varied as When a creature within 30 feet of you damages you or an ally
the gods they serve, Clerics strive to embody the handiwork within range, you can use your reaction to have the attacker
of their chosen deities. No ordinary priest, a Cleric is imbued make a Wisdom saving throw. On a failed save, the attacker
with divine magic. takes radiant damage equal to the damage it just dealt. On a
successful save, it takes half as much damage.
At each indicated Priest level, you add the listed spells to your
spells prepared. Empyreal Intervention
Cleric Archetype Spells 5th–level Cleric feature
Priest Level Spells When you or a creature within 30 feet of you takes damage,
1st command, heroism you can use your reaction to give the chosen creature
resistance to that damage type until the start of their next
3rd hold person, zone of truth turn.
5th slow, spirit guardians
You can use this feature a number of times equal to your
7th compulsion, revivify Charisma modifier (minimum of once), and you regain all
9th commune, scrying expended uses when you finish a long rest.
Spellcasting Channel Divinity: Cosmic Wrath
As a Cleric, you use Charisma as your Spellcasting ability 9th–level Cleric feature
and you utilize the Cleric spell list, as described in your When you roll to deal either lightning, necrotic, radiant, or
Spellcasting feature. thunder damage, you can use your Channel Divinity to deal
maximum damage instead of rolling.
Lightbringer
1st–level Cleric feature
When you choose this archetype, you gain the light cantrip if
you don't already know it. This cantrip doesn't count against
the number of cantrips that you know.
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Presence of Coeles Channel Divinity: Shapeshift
13th–level Cleric feature 2nd–level Druid feature
You regain a number of hit points equal to your Charisma As a bonus action on your turn, you can use your Channel
modifier if you end your turn in combat with fewer than half Divinity to transform into the shape of either a beast, an
of your hit points remaining and you aren't incapacitated. You elemental, a plant, or an ooze creature whose Hit Dice is less-
cannot benefit from this feature if you are at 0 hit points. than or equal to your Priest level plus your proficiency bonus.
Anchorite You can stay transformed for 1 hour, and then revert to your
17th–level Cleric feature normal form. You can revert to your normal form earlier by
using a bonus action on your turn, but you automatically
You have advantage on saving throws against being charmed revert if you fall unconscious, drop to 0 hit points, or die.
or frightened, and your concentration can't be broken as a
result of taking damage. While you are transformed, the following rules apply:
You are classified as a shapeshifter, and any equipment
Druid you are wearing merges into your new form.
Whether calling on the elemental forces of nature or You retain the benefit of any features from your class,
emulating the creatures of the animal world, the archetypal race, or other source and can use them if the new form is
Druid is an embodiment of nature's resilience, cunning, and physically capable of doing so. However, you can't use any
fury. They claim no mastery over nature. Instead, they see of your special senses, such as darkvision, unless your
themselves as extensions of nature's indomitable will. new form also has that sense.
At each indicated Priest level, you add the listed spells to your You can't cast spells, and your ability to speak or take any
spells prepared. action that requires hands is limited to the capabilities of
your beast form. Transforming doesn't break your
Druid Archetype Spells concentration on a spell you've already cast, however, or
Priest Level Spells prevent you from taking actions that are part of a spell,
1st animal friendship, speak with animals such as call lightning, that you've already cast.
3rd spider climb, spike growth Your game statistics are replaced by the statistics of the
5th call lightning, plant growth
creature you transformed into, but you retain your
alignment, personality, and mental statistics. You also
7th divination, freedom of movement retain all of your skill and saving throw proficiencies, in
9th commune with nature, tree stride addition to gaining those of the creature. If the creature
has any legendary or lair actions, you can't use them.
Spellcasting When you transform, you assume the creature's hit points.
As a Druid, you use Wisdom as your Spellcasting ability and When you revert to your normal form, you return to the
you utilize the Druid spell list, as described in your number of hit points you had before you transformed.
Spellcasting feature. However, if you revert as a result of dropping to 0 hit
points, any excess damage carries over to your normal
Improved Druidcraft form. As long as the excess damage doesn't reduce your
1st–level Druid feature normal form to 0 hit points, you aren't knocked
When you choose this archetype, you gain the druidcraft unconscious.
cantrip if you don't already know it. This cantrip doesn't count
against the number of cantrips you know. Land's Stride
5th–level Druid feature
You can cast the druidcraft cantrip as a bonus action, and you
can choose two options listed instead of one. When you reach this level, moving through nonmagical
difficult terrain costs you no extra movement. You can also
Natural Rejuvenation pass through nonmagical plants without being slowed by
1st–level Druid feature them and without taking damage from them if they have
thorns, spines, or a similar hazard.
When you choose this archetype, you can regain some of your
magical energy by sitting in meditation and communing with In addition, you have advantage on saving throws against
nature. During a short rest, you choose expended spell slots plants that are magically created or manipulated to impede
to recover. movement, such as those created by the entangle spell.
The spell slots can have a combined level that is equal to or
less than half your Priest level (rounded up), and none of the
slots can be 6th level or higher. You can't use this feature
again until you finish a long rest.

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Channel Divinity: Nature's Sanctuary Spellcasting
9th–level Druid feature As a Paladin, you use Charisma as your Spellcasting ability
and you utilize the Cleric spell list, as described in your
At this level, you can use your Channel Divinity to reveal Spellcasting feature.
yourself as a beacon of the natural world, which makes
certain creatures hesitant to attack you. Warrior Priest
When a beast, elemental, ooze, or plant creature attacks you, 1st–level Paladin feature
that creature must make a Wisdom saving throw against your When you choose this archetype, you gain proficiency with
spell save DC. On a failed save, the creature must choose a heavy armor and with three martial weapons of your choice.
different target, or the attack automatically misses. On a
successful save, the creature is immune to this effect for 24 Fighting Style
hours. 1st–level Paladin feature
The creature isn't aware of this effect before it makes its When you choose this archetype, you adopt a particular style
attack against you, but it is aware of the affect after either of fighting as your specialty. Choose from one of the following
succeeds or fails for the first time. options listed below. You can't take the same Fighting Style
option more than once, even if you get to choose again.
Natural Resilience
13th–level Druid feature Block. When you or a creature within 5 feet of you is targeted
by a melee weapon attack that you can see, you can use your
Starting at this level, you can't be charmed or frightened and reaction to impose disadvantage on the attack roll. If the
you are immune to poison and disease. attack still hits, then the damage is reduced by half. You must
be wielding a melee weapon or have a shield equipped to use
Archdruid this option.
17th–level Druid feature
Defense. While you are wearing armor, you can add half of
When you reach the pinnacle of your natural dispersal, you your proficiency bonus to your AC (rounded up), to a
gain the following benefits: maximum bonus of +3.
For every 10 years that pass, your body ages only 1 year. Great Weapon Fighting. When you roll a 1, 2, or 3 on a
You can benefit from either of your Channel Divinity damage die for an attack you make with a melee weapon that
features without spending a use of your Channel Divinity. you are wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1, 2, or 3. The
You can ignore the verbal and somatic components of your weapon must have the two-handed or versatile property for
druid spells, as well as any material components that lack you to gain this benefit.
a cost and aren't consumed by a spell. You gain this benefit
in both your normal shape and your new shape from Sword and Board. While you are wielding a melee weapon
Shapeshift. in one hand and wearing a shield in the other, you gain a
bonus to your melee weapon's attack and damage rolls equal
to the AC bonus of your shield.
Paladin
The archetypal Paladin is a warrior priest who has sworn an Additionally, you can wield a Versatile weapon with two
oath to bring justice to the world of Sil Minbaz, whether as an hands and still gain the benefit of a shield you are wearing.
aid to heal the world or as a destroyer of evil. All Paladins Channel Divinity: Sacred Weapon
hold themselves to the highest standards of conduct, and 2nd–level Paladin feature
some, for better or worse, hold the rest of the world to the
same standards. As an action, you can imbue one weapon that you are holding
with positive energy using your Channel Divinity. For 1
At each indicated Priest level, you add the listed spells to your minute, you gain the following benefits while this effect is
spells prepared. active:
Paladin Archetype Spells If the weapon is not already magical, it becomes magical
Priest Level Spells for the duration.
1st protection from evil and good, sanctuary The weapon emits bright light in a 20-foot radius, and dim
3rd lesser restoration, zone of truth light 20 feet beyond that.
5th beacon of hope, dispel magic You add your Charisma modifier to attack rolls made with
7th freedom of movement, guardian of faith the weapon (with a minimum bonus of +1).
9th commune, flame strike

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When you hit a creature with the weapon, you can expend You have advantage on saving throws cast by fiends or
undead. You automatically succeed this saving throw if
one spell slot to deal radiant damage to the target, in they are in the bright light shining from you.
addition to the weapon's damage. The extra damage is
2d8 for a 1st-level spell slot, plus 1d8 for each spell level Bright light shines from you in a 30-foot radius, and dim
higher than 1st, to a maximum of 5d8. light shines 30 feet beyond that. Whenever a hostile
creature starts its turn in the bright light, it takes radiant
You can end this effect on your turn as part of any other damage equal to your Charisma score.
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends. When you hit a creature with an attack roll and deal
damage to it, you can also force it to make a Charisma
Extra Attack saving throw against your spell save DC. On a failed save,
5th–level Paladin feature the creature is magically banished to its native plane of
existence if it's currently not there. On a successful save,
You can attack twice, instead of once, whenever you take the the creature can't be banished by this feature for 24 hours.
Attack action on your turn. Moreover, you can cast a spell in
place of one of those attacks. Once you use this bonus action, you can't use it again until
Channel Divinity: Heroic Presence you finish a long rest, or unless you expend a 5th–level spell
9th–level Paladin feature slot to use it again.
As a bonus action on your turn, you can use your Channel
Divinity to emanate a heroic presence that bolsters your
allies and hinders your foes. For 1 minute, you and allies
within 15 feet of you gain the following benefits:
You cannot be charmed or frightened.
Your walking speed increases by 10 feet.
You have resistance to damage from spells.
Whenever you make a saving throw, you gain a bonus to
the saving throw equal to your Charisma modifier (minim
bonus of +1).
This effect ends early if you are incapacitated, or if you
choose to end it as a bonus action.
Empyrean Strikes
13th–level Paladin feature
You are so suffused with righteous might that all your melee
weapon strikes carry divine power with them. Whenever you
hit a creature with a melee weapon, the creature takes an
extra 2d8 radiant damage.
Additionally, when you either abjure or reduce an undead or
fiend to 0 hit points using one of your Channel Divinity
features, your use of Channel Divinity is refunded.
Iron Seraph
17th–level Paladin feature
When you reach this level, you may take on the form of a nigh-
invincible warrior of light. Using your action, you undergo a
transformation. For 1 minute, you gain the following benefits:
Wings sprout from your back and grant you a flying speed
of 60 feet.
You gain resistance to all damage, and immunity to
crushing, piercing, and slashing damage from nonmagical
weapons.

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