Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury.
As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.
As a Priest, you gain the following:
Hit Dice : 1d6 per Priest level
Hit Points at 1st Level : 6 + your Constitution modifier
Hit Points at Higher Levels : 1d6 (or 4) + your Constitution modifier per Priest level after 1st
Armor : N/A
Weapons : Simple Weapons
Tools : N/A
Saving Throws : Wisdom, Charisma
Skills : Choose 2; History, Insight, Medicine, Persuasion, and Religion
With your connections to the power of the holy light and the shadowy void, you are able to cast priest spells.
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 Cantrips Known column of the Priest table.
The Priest table shows how many spell slots you have to cast your 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 expended spell slots when you finish a long rest.
You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so choose a number of priest spells equal to your Charisma 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 are a 3rd-level priest, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Charisma is your spellcasting ability for your priest spells, since the power of your magic is derived from the strength of your convictions. You use your Charisma whenever a priest spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol as a spellcasting focus for your priest spells.
Choose a divine calling, a path of priesthood that you have devoted yourself to. Choose one of the following:
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 20th level.
Each calling has a list of associated spells. You gain access to these spells at the levels specified in the calling description. Once you gain access to a calling spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you gain a calling spell that doesn't appear on the priest spell list, the spell is considered a priest spell for you.
At 2nd level, you devotion to your divine calling bolsters you. This devotion is represented by faith points, which allow you to create a variety of magical effects.
You have 2 faith points, and you gain more as you reach higher levels, as shown in the Faith Points column of the Priest table. You can never have more faith points than shown on the table for your level. You regain all spent faith points when you finish a long rest.
You can use your faith points to gain additional spell slots, or sacrifice spell slots to gain additional faith points. You learn other ways to use your faith points as you reach higher levels.
Creating Spell Slots : You can transform unexpended faith points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating spell slot of a given level. You can create spell slots no higher in level than 5th.
Creating Spell Slots
Slot Level - Faith Point Cost
1st - 2
2nd - 3
3rd - 5
4th - 6
5th - 7
Converting a Spell Slot to Faith Points : As a bonus action on your turn, you can expend one spell slot and gain a number of faith points equal to the slot's level.
At 2nd level, you gain the ability to channel energy directly from your calling, using that energy to fuel magical effects. The effect is determined by you calling. You must then finish a short or long rest to use your Channel Calling again. Some Channel Calling effects require saving throws. When you use such an effect from this class, the DC equals your Priest spell save DC.
Beginning at 10th level, you can use your Channel Calling 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.
At 2nd level, when you perform a short rest, you can regain a number of Faith Points equal to your Charisma modifier + your proficiency bonus (minimum 1).
You can use this one per long rest. At 6th level, you can use this twice per long rest. At 18th level, you can use this 3 times per long.
At 3rd level, you are able to utter words of power weaved with magical effects. You gain two of the following Power Word options of your choice. You gain another one at 6th, 14th and 18th level.
As a bonus action and by expending 1 faith points, you may choose a creature within 30 feet, giving it temporary hit points equal to half your priest level + your Charisma modifier.
Using your bonus action, you can expend 2 faith points to chastise a creature within 30 feet of you. The creature must succeed on a Wisdom saving throw against your priest spell save DC or be incapacitated until the end of its next turn.
When you or an ally within 30 feet of you is fails a concentration check, you can use your reaction and spend 1 faith point to reroll the save.
When you roll damage for a priest spell, you can spend 1 faith point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls for those dice.
As an action, you can spend 2 faith points to touch a creature, the creatures has it's current hit points and has it's hit point maximum increase by an amount equal to twice your priest level for 1 minute. A creature may only benefit from this ability once per short rest.
When a creature within 30 feet of you targets you or another friendly creature with an attack, you can spend 1 faith point as a reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
As a bonus action, you expend 1 faith point to wrack a creature within 60 feet of you in pain. The creature must succeed on a Constitution saving throw against your priest spell save DC, or have disadvantage on all attack rolls and concentration checks until the end of its next turn.
As an action, you can spend 2 faith points to touch a creature and grant it resistance to a damage type of your choice for 1 minute.
As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can spend 2 faith points, turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
Whenever you roll dice to determine the number of hit points a spell restores, you can spend 1 faith point to reroll a number of the dice up to your Charisma modifier (minimum of one). You must use the new rolls for those dice.
When you or a creature within 30 feet of you is hit by an attack roll, you can use your reaction and spend 1 faith point to add your Charisma modifier (minimum of one) the targets AC, potentially causing it to miss.
As a bonus action and by expending 1 faith point, you may choose a creature within 30 feet. You can suppress any effect causing a target to be charmed or frightened until the end of your next turn.
Whenever you roll dice to determine damage dealt with a priest spell, you can spend 2 faith points to increase the size of an amount of dice equal to your Charisma modifier (minimum of one) by one size; d4 to d6, d6 to d8, d8 to d10, and d10 to d12. If a spell already deals its damage in d12 dice, they do not increase any further.
At 10th level, you are able to take comfort in your divine calling whenever you rest. You regain 2 expended faith points whenever you finish a short rest.
At 20th level, you regain 4 expended faith points whenever you finish a short rest.
This section will list off all the spells the Priest can utilize, as well as link off to the various spells on the list.