About this Game >

1.2.4 Priest

Subpages

    Though you’re a devotee, it’s more than your faith that distinguishes you from ordinary people. You were chosen by your deity, bonded to it and empowered by it to be a proxy of its cause. A mystic champion selected to act on its behalf.

    As your inner spiritual eye deepens, so does your bond with the deity and with it the miraculous divine knowledge your deity can place in your heart. Now you thread the pathways of danger to live up to the faith (and power) your deity has invested in you.

    Priest Level Title Proficiency Bonus Features Cantrips Known
    1st Acolyte +2 Spellcasting, Divine Order 3
    2nd Adept +2 Channel Divinity 3
    3rd Priest +2 3
    4th Vicar +2 Ability Score Improvement I 4
    5th Curate +3 Channel Divinity Improvement 4
    6th Elder +3 Channel Divinity (2/Rest), Divine Order feature 4
    7th Bishop +3 4
    8th Lama +3 Ability Score Improvement II, Divine Strike 4
    9th Patriarch +4 4
    10th Patriarch +4 Divine Intervention 4

    Features

    A priest gains the following class features.

    Hit Dice: 1d8 per cleric level

    Hit Points at 1st Level: 8 + Con modifier

    Hit Points at Higher Levels: 1d8 (or 5) + Con modifier per cleric level after 1st

    Ability Score Increase: Increase your Wis score and one other attribute score of your choice each by 1.

    Size: Your size is Medium.

    Speed: Your base walking speed is 30 feet.

    Armor: Light armor, medium armor, shields

    Weapons: Simple weapons

    Equipment: You start with this equipment:

    • (a) a mace or (b) quarterstaff or (c) a warhammer (if proficient)
    • (a) scale mail or (b) leather armor or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest’s pack or (b) an explorer’s pack

    Proficiency Area: Besides general theology of your faith, you are knowledgeable in all the higher mysteries and esoteric religious lore of your deity, including lore of the enemies of your faith.

    1st Level Abilities

    Spellcasting

    The Priest Spell Slots per Level table shows your spell slots. To cast a spell, you must expend a slot of the spell’s level or higher. Casting a spell doesn’t remove it from your prepared spells.

    You regain all spell slots after a long rest.

    You prepare spells available for you to cast from the Priest spell list by choosing a number of spells equal to your spellcasting ability modifier + your Priest level.

    The spells prepared must be of a level you can cast.

    You can change your list of prepared spells again after a long rest. Preparing a new list of priest spells requires at least 1 minute per spell level for each spell on your list; spent in prayer and meditation.

    Priest Spell Slots per Level Level
    1st 2nd 3rd 4th 5th
    1st 2
    2nd 3
    3rd 4 2
    4th 4 3
    5th 4 3 2
    6th 4 3 3
    7th 4 3 3 1
    8th 4 3 3 2
    9th 4 3 3 3 1
    10th 4 3 3 3 2

    Spellcasting Ability

    Wisdom is your spellcasting ability, used when a spell refers to your spellcasting ability. Use your Wis modifier when setting a saving throw DC for a spell or making an attack roll with one.

    Spell save DC = 8 + proficiency bonus + Wis

    Spell attack modifier = proficiency bonus + Wis

    Cantrips

    Choose 3 cantrips from your available spell list.

    Ritual Casting

    You can cast your spells as a ritual if it has the ritual tag and you have the spell prepared.

    Class Feature – Divine Order

    Your choice of order defines the nature of your religion. It grants you domain spells, defines your spells list and grants you different ways to use Channel Divinity.

    You also gain the Order Focus (named in italics) listed for the given order.

    Feature: Divine Order

    Roll 1d2 or pick an order of your own choosing (Quick Pick: Cleric).

    1 Cleric

    You’re a holy champion of Law, or Good, invested by a deity to enact his will with a soothing touch and a heavy hand if need be.

    You are proficient with heavy armor, morningstar, heavy mace, flail and war hammers.

    You may choose spells from the cleric spell list.

    Disciple of Life

    When you use a 1st level spell or higher to restore hit points, the creature regains hit points equal to 2 + the spell’s level.

    The following spells are always prepared and don’t count against the number of spells you can prepare each day.

    Cleric Level Spells
    1st bless, cure wounds
    3rd lesser restoration, spiritual weapon
    5th beacon of hope, revivify
    7th death ward, guardian of faith
    9th mass cure wounds, raise dead

    Martial Caster: You can perform the somatic components of spells, even when both hands are wielding weapons and shield. You have advantage on concentration checks.

    When a foe provokes an opportunity attack, you can use your reaction to cast a spell with a casting time of one action, targeting only that creature.

    2 Druid

    You’re a sacred protector of nature, bonded with the World Root, the land itself.

    You are proficient with the Herbalist kits.

    You know Druidic, the secret language of druids and may learn both Sylvan and Primordial.

    You may not wear metal armor while casting spells or using your Channel Divinity power.

    You may choose spells from the druid spell list. The following spells are always prepared for you, and don’t count against the number of spells you can prepare each day.

    Druid Level Spells
    1st speak with animals, animal friendship
    3rd barkskin, spider climb
    5th call lightning, plant growth
    7th divination, freedom of movement
    9th commune with nature, tree stride

    Trackless Watcher: You gain a +5 bonus to passive perception (Wis) score. Dim light does not impose disadvantage on checks relying on sight.

    Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them or taking damage from thorns, etc.

    2nd Level Abilities

    Channel Divinity

    You choose which effect to create, when using Channel Divinity. You must then finish a rest to use your Channel Divinity again.

    Some Channel Divinity effects may require saving throws. The DC equals your priest spell save DC.

    Depending on your Divine Order, you gain the abilities listed in the table below.

    Cleric Turn Undead and Preserve Life Druid Wild Shape

    Channel Divinity – Cleric: Turn Undead

    As an action, present your holy symbol and speak a prayer. All undead within 30 feet that can see or hear you must make a Wis saving throw. If failed, it’s turned for 1 minute or until it takes damage.

    A turned creature must spend its turns trying to move as far away from you as it can. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect preventing it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    Channel Divinity – Cleric: Preserve Life

    As an action, you can present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level.

    Choose any creatures within 30 feet and divide the hit points among them. This can restore a creature to no more than half of its hit point maximum. You can’t use this on undead or constructs.

    Channel Divinity – Druid: Wild Shape

    You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast with a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed (for example a wolf).

    You can stay in a beast shape for hours equal to half your priest level (rounded down). You then revert to normal form unless you expend another use of this feature. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While transformed, these rules apply: Your game statistics are replaced by the statistics of the beast, except for your alignment, personality, Int, Wis, and Cha scores. You also retain all proficiencies, and gain those of the creature. If the creature has the same proficiency as you and its bonus is higher than yours, use the creature’s. If it has any legendary or lair actions, you can’t use them.

    When you transform, you assume the beast’s hit points and Hit Dice. When you revert, you return to the hit points you had before transforming.

    If you revert due to dropping to 0 hit points, any excess damage carries over to your normal form.

    You can’t cast spells, and your ability to speak or take any action requiring hands is limited to the capabilities of your beast form. Transforming does not break concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell that you’ve already cast.

    You retain the benefit and use of any features from your class or other source if the new form is physically capable of doing so. However, you can’t use any special senses, such as darkvision, unless your new form has that sense.

    You choose whether your equipment falls to the ground, merges into your new form, or is worn by it.

    Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear it, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must fall to the ground or merge with it. Merged equipment has no effect until you revert.

    4th Level Abilities

    Ability Score Improvement I

    Increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 with this feature.

    5th Level Abilities

    Channel Divinity Improvement

    You gain the following improvement to your Channel Divinity.

    Cleric

    Destroy Undead

    Druid

    Wild Shape Improvement

    Channel Divinity – Cleric: Destroy Undead

    When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below the threshold shown in the Destroy Undead table.

    Destroy Undead Cleric Level Destroys Undead of CR…
    5th 1/2 or lower
    8th 1 or lower

    Channel Divinity – Druid: Wild Shape Improvement

    You can wild shape into creatures with fewer limitations and higher CR as per Beast Shape table.

    Beast Shape Lvl Max. CR Limitations Example
    5th 1/2 No flying speed Crocodile
    6th 1/3 priest level No flying speed  
    8th 1/3 priest level   Giant eagle

    6th Level Abilities

    Channel Divinity (2 Uses Per Rest)

    Divine Order Feature

    Depending on your Divine Order, you gain the ability listed in the table below.

    Cleric Blessed Healer Druid Dampen Elements

    Cleric – Blessed Healer

    When you cast a 1st level spell or higher that restores hit points to another creature, you regain hit points equal to 2+spell level.

    Druid – Dampen Elements

    When you or a creature within 30 feet of you takes acid, cold, tire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

    8th Level Abilities

    Ability Score Improvement II

    Same as the 4th level Ability Score Improvement.

    Divine Strike Once on each of your turns when you hit a creature with a physical attack, you can deal an extra 1d8 radiant (cleric) or your choice of fire/cold/lightning (druid) damage to the target.

    10th Level Abilities

    Divine Intervention

    As as action, you can call on your deity to intervene when your need is great.

    Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, your deity intervenes.

    The GM chooses the nature of the intervention; the effect of any priest spell would be appropriate.

    If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.