Class Features
As a Priest, you gain the following Class Features.
Hit Points
Hit Dice: 1d8 per Priest level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 + your Constitution modifier per Priest level after 1st
Proficiencies
Armor: Light armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a Warhammer (if proficient)
(a) Scale Mail, (b) Thick Shirt, or (c) Chain Mail (if proficient)
(a) a Musket and 20 gun bullets or (b) any simple weapon
(a) a priest’s pack or (b) an explorer’s pack
A kite shield and a holy symbol
Holy Power (Spellcasting)
As a conduit for divine energy, you can cast Priest Holy Powers (Spells). Priest holy powers count as Priest Spells.
Natural Abilities (Cantrips)
At 1st Level, you know three Cantrips of your choice from the Priest spell list. You learn additional Priest cantrips of your choice at higher levels, as shown in the Natural Abilities Known (Cantrips Known) column of the Priest table.
Preparing and Casting Holy Powers (Spells)
The Priest table shows how many Holy Power Slots (Spell Slots) you have to cast your Priest Holy Powers of 1st Level and higher. To cast one of these holy powers, you must expend a slot of the holy power’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Holy Powers (Spells) that are available for you to cast, choosing from the Priest spell list. When you do so, choose a number of Priest holy powers equal to your Wisdom modifier + your Priest level (minimum of one holy power). The holy power must be of a level for which you have Holy Power Slots.
For example, if you are a 3rd-level Priest, you have four 1st-level and two 2nd-level Holy Power Slots. With a Wisdom of 16, your list of prepared Holy Powers can include six holy powers of 1st or 2nd Level, in any combination. If you prepare the 1st-level holy power (spell) Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the holy power doesn’t remove it from your list of prepared holy powers.
You can change your list of prepared holy powers when you finish a Long Rest. Preparing a new list of Priest holy powers requires time spent in prayer and meditation: at least 1 minute per Holy Power Level for each holy power on your list.
Special Power Ability (Spellcasting)
Wisdom is your Special Power (Spellcasting) ability for your Priest Holy Powers (Spells). The strength of your holy powers comes from your devotion to your God. You use your Wisdom whenever a Priest holy power (spell) refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Priest holy power you cast and when making an Attack roll with one.
Holy Power save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Holy Power Attack modifier = your Proficiency Bonus + your Wisdom modifier
Ritual Casting
You can cast a Priest holy power as a ritual if that holy power has the ritual tag and you have the holy power prepared.
Special Power Focus (Spellcasting Focus)
You can use a holy symbol as a special power focus for your Priest Holy Powers.
Divine Domain
Choose one domain related to your teachings: Sky, Desert, or Death, all detailed below. Your choice grants you domain Spells and other features when you choose it at 1st Level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd Level, and additional benefits at 6th, 8th, and 17th levels.
Domain Holy Powers (Spells)
Each domain has a list of holy powers (spells)—its domain holy powers—that you gain at the Priest levels noted in the domain description. Once you gain a domain holy power, you always have it prepared, and it doesn’t count against the number of Holy Powers you can prepare each day.
If you have a domain holy power (spell) that doesn’t appear on the Priest spell list, the holy power is nonetheless a Priest holy power for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel special powers. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
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 holy power 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: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th Level, and again at 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. Alternatively, you can take a feat listed. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one natural ability (cantrip) you learned from this class's Special Ability feature with another cantrip from the priest spell list.
Destroy Undead
Starting at 5th level, 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 a certain threshold, as shown in the Destroy Undead table.
Destroy Undead
Priest Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
A Call Beyond
Beginning at 10th level, you can channel your God's spirit directly through you to summon it and wish for greater power.
Channeling this divine energy to make a wish requires an action. Describe the effect you want, and roll percentile dice. If you roll a number equal to or lower than your Priest level, your wish comes true.
You cast any spell of a level you can cast.
If this effect succeeds, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.
At 20th level, your Call Beyond succeeds automatically, no roll required.