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Priest


Hit Points

Hit Dice: d6 per Priest level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Persuasion, and Religion

Overview & Creation

The Priest

The way of the Priest is one of a more calculated worship. They believe that, while pure worship of and combat for a deity is admirable, true power of divinity lies in study. They are more vulnerable than a cleric or paladin, but their study of tomes and old lore grant them secrets of ages long past. They find words of power, and powerful abilities related to their calling.  

Unlocking the Secrets of History

In their studies, Priests discover words of great power that symbolize various forms of divine might. While one would believe these are basic at their core, their versatility and connection to the mind of its user are oft underestimated. The Priest discovers forgotten forms of divinity, or old ways to contact diefic powers which bring forth their calling to grant them boons of power for both the body and the mind.  

A Path of Knowledge to Divinity

Due to the case study required for these paths, the Priest chooses one form of divinity to seek knowledge from. This can vary from rays of holy power, to the decaying might of undeath, or even the dark whispers of the void. Nevertheless, the Priest becomes so invested in their work that they themselves become infused with the power of their vocation, their calling of divinity. This powerful essence changes them. It forms how they work, and even alters their personality or appearance. This can cause many to treat these powerful individuals as royalty or tyrants. Or both.   From a comparative standpoint, the Priest is much like the versatile and powerful Wizard and the divine Cleric.  

Creating a Priest

  When creating a Priest, consider why these individuals dive into studies rather than more active worshiping roles like the Cleric or Paladin. A Priest believes more power or worth within their religion will come from gathering knowledge about their deity and forms of power within their work. This may come true, as each discovers a secret which becomes their vocation, the source of their power. Each vocation branches greatly from the others, so be sure to choose the best vocation for you character's story. Try to discuss your character's backstory with your DM, and figure out why their reasons for study bring them into the campaign, and consider what effect their vocation may have on them, and how they are perceived by others.  

Quick Build

You can make a Priest quickly by following these suggestions. First, make Intelligence your highest ability score. Most place their second best stat in Dexterity, though several vocations may benefit from Constitution. Next, choose the Acolyte or Cloistered Scholar background. Finally, choose the Guidance and Sacred Flame cantrips, along with the following 1st-level spells for your spellbook: Bless, Command, Guiding Bolt, and Mage Armor.


Class Features

Divine Vocation

At 1st level, the Priest chooses a divine vocation, which they will study and follow to unlock the mysteries hidden within their field. This grants them a feature once acquired, depending on the vocation chosen, and additional features at 3rd, 6th, 10th, 14th, and 18th level. The Priest chooses a Vocation from the following list:  
  • Blood
  • Death
  • Discipline
  • Elements
  • Holy Power
  • Nature
  • Shadows
  • Stars
  • Time
  • Void
 

Vocation Spells

    Each Vocation has a list of spells that you gain at the Priest levels noted in the Vocation description. Once you gain a Vocation spell, it is available to prepare within your spellbook. If you have a Vocation spell that doesn't appear on the Priest spell list, the spell is nonetheless a Priest spell for you.
   

Channel Divinity

At 2nd level, you gain the ability to channel divine energy from your deities of study, using that energy to fuel magical effects. You start with three such effects: One determined by your Vocation, and two Power Words, one from your Vocation and one of your choice from the list below.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Priest spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Power Words

At 2nd level, the Priest's basic knowledge of divine energies has unlocked the specialties of certain Words, echoes through reality that bend the order of the realm to their whim. When one of these Words is spoken, a powerful effect evokes based on which Word it is. The Priest learns one Word specific to their vocation, and learns additional words as noted in the Priest table. The Priest may learn Words from other vocations as they grow, but only from those they bond with, listed below. The Priest may spend a spell slot to empower a chosen Word. If they expend a spell slot above 2nd, they increase the effect as noted in the description of the Word.   After expending your Channel Divinity, you must use a spell slot of 1st level or higher to use it again before your next short or long rest. Words that require a target to make a saving throw will use your Spell Save DC, and ones with a duration that is not permanent require concentration (as if concentrating on a spell).  

Power Word: Addle

Speaking this Word as an action, you chooses a creature that you can see within 30 feet, forcing them to make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower cannot be affected by this Word. On a failed save, the target takes 1d8 psychic damage and is addled for 1 minute. While addled, when the target makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st. If you use a spell slot of 5th level or higher, you may choose any number of creatures within 30 feet of the initial target, and the die roll increases to a d6.

 

Power Word: Barrier

Speaking this word as a reaction, you spring a barrier of magical force in front of a creature of your choosing that you can see being attacked within 30 feet of you. You increase their AC by your Intelligence modifier until the start of your next turn.

At Higher Levels: When you use this Word with a spell slot of 1st or higher, the AC bonus increases by 1 for every two slot levels above the 1st.

 

Power Word: Decay

Speaking this Word as an action, you choose a creature within 60 feet that you can see. That creature must make a Constitution saving throw, taking 2d8 + your Intelligence modifier as Necrotic damage on a failed save, and half as much damage on a success.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st. If you use a spell slot of 4th level or higher, you may choose any number of creatures within 30 feet of the initial target.

 

Power Word: Restore

Speaking this Word as an action, you restore hit points equal to 2d8 + your Intelligence modifier to a creature of your choosing within 60 feet of you that can hear your voice.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, the healing increases by 1d8 for each slot level above 1st.

 

Power Word: Smite

Speaking this Word as an action, you choose a creature within 30 feet of you that you can see and force it to make a Dexterity saving throw. Fiends and Undead creatures have disadvantage on the saving throw. On a failed save, the creature takes 2d8 Radiant damage, and an additional 1d8 Radiant damage if the target is a Fiend or Undead.

At Higher Levels:When you use this Word with a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st.

 

Vocational Bonds

Additionally, certain Vocations have a particular bond or similarity with one another, enough for a Priest to tap into that stream of divinity and gain additional knowledge. When a Priest gains new Power Words, they may choose from either the list of general words available to all, or from Vocations that they have a strong bond with. The Vocations have the following bonds with each other:  
  • Blood: Death, Discipline, Nature, Void
  • Death: Blood, Nature, Time, Void
  • Discipline: Blood, Holy, Nature, Time
  • Elements: Holy, Nature, Stars, Time
  • Holy: Discipline, Nature, Time, Stars
  • Nature: Blood, Discipline, Elements, Holy
  • Shadow: Elements, Stars, Death, Void
  • Stars: Elements, Holy, Time, Void
  • Time: Death, Discipline, Elements, Holy
  • Void: Blood, Death, Stars, Time

 

Ability Score Improvement

When you reach 4th level, and again 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
 

True Calling

At 20th level, you find the peak of you calling within you Vocation. All of your Vocation spells are considered prepared each day, without counting against your list of prepared spells for the day, and you may cast them once without using a spell slot. Any of your Power Words that require an attack roll is made with advantage, and any of your Power Words that require a saving throw are made at disadvantage.


Starting Equipment

At first level, a Priest may choose to begin with the following equipment:  

  • A Quarterstaff or a Dagger
  • A Scholar's Pack, a Priest's Pack, or an Explorer's Pack
  • A Component Pouch and Holy Symbol
  • A Spellbook
  Alternatively, you can ignore the equipment given by your class, and start with 5d4 x 10 gp.


Spellcasting

As a studious devotee to divine magic, you have a spellbook containing spells that showcase the initial discoveries and rewards of your vocation. See Spell Rules for the general rules of spellcasting and the Priest Spells List for the Priest Spell list.  

Cantrips

At 1st level, you know one cantrip of your choice from the Priest spell list, plus two learned from your divine vocation. You learn additional Priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.  

Your Spellbook

At 1st level, you have a spellbook containing four 1st-level Priest spells of your choice, and two from your divine vocation. Your spellbook is the repository of the Priest spells you know, except your cantrips, which are fixed in your mind.  

Preparing and Casting Spells

The Priest table shows how many spell slots you have to cast your Priest spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Priest spells that are available for you to cast. To do so, choose a number of Priest spells from your spellbook equal to your Intelligence modifier + your Priest level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Priest, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Guiding Bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Priest spells requires time spent studying your spellbook and memorizing the intones and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is the spellcasting ability of your Priest spells, since you learn your spells through deep study and prayer to lesser known sects of deities. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Priest spell you cast and when making an attack roll with one.  

Spell Save DC = 8 + your Proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your Proficiency bonus + your Intelligence modifier

 

Ritual Casting

You can cast a Priest spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

Spellcasting Focus

You can use a Holy Symbol as a spellcasting focus for your Priest spells.  

Learning Spells of 1st Level and Higher

Each time you gain a Priest level, you can add two Priest spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Priest table. On your adventures, you might find other spells that you can add to your spellbook.  

Your Spellbook

The spells that you add to your spellbook as you gain levels reflects your diligence to the study and research into the gods, pantheons, and distinct religious figures throughout the known realms, or divine inspiration gifted to you by the very beings you have sought to learn about. You might find other spells during your adventures. You could discover a spell recorded on a scroll within the ruins of a forgotten temple, for example, or among the tomes of knowledge within a prestigious library. Perhaps the knowledge is handed down to you from a divine being.   Copying a Spell into the Book. When you find a Priest spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you care prepare the spell just like your other spells.   Replacing the Book. You can copy a spell from your own spellbook into another book. This is just like coping a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Priests keep backup spellbooks in a safe place.   The Book's Appearance. Your spellbook is a unique compilation of spell, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift during your travels and studies, a finely-bound tome liberated from the tomb of an old god, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.  
Priest Spell List Here


Subclass Options

Vocations

Vocation of Blood
Vocation of Death
Vocation of Discipline
Vocation of the Elements
Vocation of Holy Power
Vocation of Nature
Vocation of Shadows
Vocation of the Stars
Vocation of Time
Vocation of the Void


Character LevelProficiency BonusPower WordsFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2-Divine Vocation, Spellcasting22
2nd+22Channel Divinity, Power Words23
3rd+22Vocation Feature242
4th+22Ability Score Improvement243
5th+332432
6th+33Vocation Feature2433
7th+3324331
8th+33Ability Score Improvement34332
9th+44343331
10th+44Vocation Feature343332
11th+443433321
12th+44Ability Score Improvement3433321
13th+5534333211
14th+55Vocation Feature44333211
15th+55443332111
16th+55Ability Score Improvement443332111
17th+664433321111
18th+66Vocation Feature4433332111
19th+66Ability Score Improvement4433332111
20th+67True Calling4433332211

Created by

SilverNinjaShado.

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