Priest - Vocation of the Elements
Hit Points
Hit Dice: d6 per Priest - Vocation of the Elements level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The elements themselves hold a divine energy to them. Deities and divine energies created the world, and created the elements to form it into what it is today. Therefore, there is history to be studied and secrets to discover. They find solace in communing with the natural elements individually. To understand each is to understand the whole more, and where the power of deities come from, and how they function.
Class Features
Vocation Features
Elemental Attunement
At 1
st level, you can attune yourself to a specific element: Acid, Cold, Fire, or Lightning. You spend at least one minute in meditation to attune to an element, and changing your element requires additional meditation. While attuned to an element, your spells and abilities of that element deal additional damage equal to your Priest level, or half your Priest level, rounded down, for cantrips (minimum of 1). You also have advantage on any saving throw dealing with that element.
Channel Divinity: Elemental Neutralization
Starting at 2nd level, you can use your Channel Divinity to negate elemental energy.
As a reaction when you or a creature within 30 feet of you takes acid, cold, fire, or lightning damage, you present your holy symbol and grant that creature immunity to the triggering damage type until the end of your next turn, including against the triggering attack.
Power Word: Blast
Speaking this Word as an action, you send a bolt of elemental energy towards a creature within 60 feet that you can see. The target makes a Dexterity saving throw against your Spell Save DC, taking 2d8 + your Intelligence modifier as elemental damage, depending on what Elemental Attunement you have, on a failed save, and half as much damage on a success. If you are not attuned to any element, the damage is Force damage.
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 3rd level or higher, you may choose any number of creatures within 5 x the spell slot level feet of the initial target to also make a Dexterity saving throw, taking the same damage on a failed save, and half as much on a success.
Arcane Expertise
At 3
rd level, your study of elementals and magic has led to a breakthrough in the arcane. You gain proficiency in Arcana, if you do not have proficiency already, and your proficiency bonus is doubled for checks relating to Arcana.
Elemental Empowerment
At 6
th level, you can empower an ally with elemental might. As a bonus action on your turn, you choose a creature within 30 feet that you can see and empower them the element you are currently attuned to. For up to one minute, or until you lose concentration (as if concentrating on a spell), that creature gains the following benefits according to your Elemental Attunement:
- Acid: You have resistance to Acid damage, as well as bludgeoning, piercing and slashing damage from weapon attacks. You also cannot be poisoned or knocked prone.
- Cold: You have resistance to Cold damage, and gain a swimming speed equal to your walking speed. You can breathe normally underwater, and being underwater gives no penalty to weapon attacks you make.
- Fire: You have resistance to Fire damage, and take no damage while walking through magical and nonmagical flames. Your weapon attacks deal additional Fire damage equal to half the Priest's level, rounded down.
- Lightning: You gain resistance to Lightning damage, your movement speed is increased by 10 feet, and your movement does not provoke opportunity attacks. Your weapon attacks deal additional Lightning damage equal to half the Priest's level, rounded down.
At 10
th level, you may empower up to one additional creature with this ability. At 14
th level, you may empower up to two additional creatures. You may use this ability once, requiring a short or long rest between using it again.
Elemental Fusion
At 10
th level, you can fuse the elements into your spells. When you cast a spell that deals damage of any type other than Psychic damage, you may change the damage type to your Elemental Attunement. If you do, the damage dealt by that spell ignores a creature's resistance, and treats immunity to that damage type as resistance. You may use this ability a number of times equal to your Intelligence modifier, regaining any expended uses after a short or long rest.
Elemental Resistance
At 14
th level, you have an innate affinity with the elements. You gain resistance to Acid, Cold, Fire, Lightning, and Thunder damage, and you have advantage on all saving throws made against spells and abilities that deal at least one of those damage types. If you succeed on a saving throw that would deal one of those damage types and would take half damage, you instead that no damage. As a reaction when you succeed on a saving throw against one of those damage types, you may gain temporary hit points equal to half of the damage of that spell or ability.
Elemental Master
At 18
th level, you are fully attuned to the elements. You are considered attuned to all of your elements for the purpose of your Elemental Attunement, and gain the following benefits:
- You cannot be Paralyzed, Petrified, Poisoned, or knocked Prone.
- You gain a swimming speed equal to your walking speed, can breathe underwater normally, and have no penalty for weapon attacks made underwater.
- When a creature hits you with a melee attack, you may use your reaction to make that creature take Fire damage equal to your Priest level.
- You gain a flying speed equal to your walking speed, and your movement does not provoke attacks of opportunity.
Spell Level | Vocation Spells |
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Cantrips | Produce Flame, Mold Earth |
1st | Absorb Elements, Earth Tremor |
2nd | Melf's Acid Arrow, Scorching Ray |
3rd | Erupting Earth, Call Lightning |
4th | Wall of Fire, Ice Storm |
5th | Cone of Cold, Maelstrom |
6th | Chain Lightning |
7th | Fire Storm |
8th | Tsunami |
9th | Meteor Swarm |