Priest: The Disciplined
Hit Points
Hit Dice: d8 per Priest: The Disciplined level
Hit Points at first Level: See Priest
Hit Points at Higher Levels: See Priest
Overview & Creation
Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.
Subclass Options
Disciplined Knowledge
Beginning at 1st level when you choose this tradition, you learn the eldritch blast cantrip. When you gain additional levels in the class, you learn new spells at the following levels that always count as prepared for you:
Disciplined Knowledge
Priest Level |
Spells |
1st |
absorb elements, sanctuary |
3rd |
blur, warding bond |
5th |
counterspell, protection from energy |
7th |
resilient sphere, stoneskin |
9th |
circle of power, wall of force |
Lingering Ward
At 3rd level, whenever you restore hit points to an allied creature with a spell of 1st-level or higher, it gains temporary hit points equal to 2 + the level of the spell slot expended. The temporary hit points last for up to 1 hour.
Power Word: Shield
At 6th level, you can use your action to weave a protective barrier of magic that lasts until you finish a long rest. The ward has hit points equal to twice your priest level + your Wisdom modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. When you cast an abjuration spell of 1st-level or higher, the ward gains a number of hit points equal to twice the spell’s level. Additionally, if an ally within 30 feet of you takes damage, you can use your reaction to absorb the damage with your ward. If this damage reduces the ward to 0 hit points, that ally takes any remaining damage.
Atonement
At 10th level, whenever you deal damage to an enemy creature using a spell slot of 1st-level or higher, you can use your bonus action to cause a creature within 30 feet of you to regain hit points equal to your Wisdom modifier. The creature must have at least 1 hit point to benefit from this feature, and this feature cannot restore hit points to a construct or undead.
Arcane Resistance
At 14th level, you have an advantage on saving throws against spells and resistance to damage from spells while your Power Word: Shield has at least 1 hit point.
Power Word: Barrier
At 20th level, you can use your action to create an exceptionally powerful ward, protecting you and all allies within 30 feet for 1 minute. Allies within the area have resistance to damage and advantage on checks made to maintain concentration on a spell. Maintaining this feature requires your concentration as if you were concentrating on a spell. After you use this feature, you must wait until after you finish a long rest before you can use it again.