Remove these ads. Join the Worldbuilders Guild

Priest - Vocation of Holy Power


Hit Points

Hit Dice: d6 per Priest - Vocation of Holy Power level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Priests of Holy Power protect the innocent through healing and other divine spells. Though they normally serve as temple healers and triage experts, they are still dangerous to those that fear holy light. These Priests believe themselves to be the shining beacon of what good people should be.


Class Features

Vocation Features

 

Devotion's Boon

At 1st level, when you deal Radiant damage or restore health to a creature that is within 30 feet of you, you may deal additional damage or restore additional health equal to your Intelligence modifier.  

Channel Divinity: Words of Mercy

Starting at 2nd level, you can use your Channel Divinity to greatly restore a wounded dally.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Priest level to one creature of your choice within 30 feet of you. If the creature would be brought above their maximum hit points, any additional healing is instead given as temporary hit points. You cannot use this feature on a creature that has more than half of their maximum hit points, and you cannot use this feature on an undead or a construct.    

Power Word: Rejuvenate

Speaking this Word as a bonus action, you choose a creature that you can see within 60 feet of you and bless them with restorative energies. Until the start of your next turn, whenever that creature is hit by an attack or at the start of its turn, that creature regains hit points equal to your Intelligence modifier.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, you may target an additional creature for each slot level above 1st. If you use a spell slot of 4th level or higher, the amount of healing increases by 1d8 for each slot level above 3rd.

 

Cleansing Touch

At 3rd level, as an action, you touch a creature that is suffering from a negative condition. That creature may make another saving throw with advantage to end the condition affecting them. You may choose to make the saving throw instead, but you do not gain advantage. If the saving throw is failed, you take the condition from the creature for the remaining duration. You may use this ability a number of times equal to your Intelligence modifier, regaining any expended uses after a short or long rest.  

Leap of Faith

At 6th level, as a reaction to an ally within 30 feet of you that you can see being the target of an attack or spell that requires an attack roll, you may choose to sprout a pair of luminous, incorporeal wings and fly towards that ally. This movement does not provoke attacks of opportunity. Until the end of your next turn, you have a flying speed equal to your walking speed, and both you and your ally gain a bonus to your AC equal to your Intelligence modifier. You may use this ability after the attack roll is made, but before any results are declared. You may use this ability twice, regaining any expended uses after a short or long rest.  

Prayer of Mending

At 10th level, as a bonus action on your turn, you grant a Prayer of Mending to a creature that you can see within 60 feet of you. The next time that creature takes damage, they restore 1d8 health, and the Prayer of Mending jumps to another ally within 30 feet. If no other ally is within range, it remains on the creature. Prayer of Mending can be consumed a number of times equal to your Priest level. You may use this ability once, requiring a long rest before you can use it again.  

Divine Wings

At 14th level, you may manifest a pair of luminous, incorporeal wings as a bonus action on your turn, granting you a flying speed of 60 feet. These wings last until you take a short or long rest, or dismiss them as a free action. You may use this ability once, regaining this ability after completing a long rest.  

Divine Hymn

At 18th level, as an action on your turn, you begin singing a hymn of divine energy. For up to one minute, or until you lose concentration (as if concentrating on a spell), creatures of your choice within 60 feet of you restore hit points equal to your Priest level at the start of each of their turns, and hostile creatures of your choice take Radiant damage equal to your Priest level at the start of each of their turns. Additionally, allies within range gain advantage on all saving throws, and Undead and Fiends within range have disadvantage on all saving throws. An Undead of Fiend may make a Wisdom saving throw at the start of their turn to negate the disadvantage until the start of their next turn.   You may use this ability once, requiring a long rest before you can use it again.
 


Spell LevelVocation Spells
CantripsLight, Sacred Flame
1stBless, Cure Wounds
2ndLesser Restoration, Prayer of Healing
3rdBeacon of Hope, Mass Healing Word
4thAura of Life, Guardian of Faith
5thGreater Restoration, Mass Cure Wounds
6thHeal
7thDivine Word
8thHoly Aura
9thMass Heal

Created by

SilverNinjaShado.

Statblock Type

Class Features

Link/Embed