Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies.
Priest Level - Spells
1st - Barrier, Inflict Wounds
3rd - Darkness, Zone of Truth
5th - Daylight, Vampiric Touch
7th - Death Ward, Guardian of Faith
9th - Contagion, Wall of Force
Starting at 1st level, you gain proficiency in the Insight skill if you don't already have it. If you are already proficient in Inight, your proficiency bonus is doubled for any ability check you make that uses Insight.
In addition, you learn one additional priest cantrip of your choice, this cantrip does not count against your number of priest cantrips known.
At 2nd level, you heal your allies even as you punish your enemies. Whenever you deal damage an enemy with a priest spell you can choose an ally within 30 feet of you, that ally gains Hit Points equal to the damage dealt. Alternatively, whenever you restore Hit Points to an ally with a priest spell, you can choose a creature within 30 feet of you. That creature must make a Wisdom saving throw or take necrotic or radiant damage (your choice) equal to the amount healed + half your priest level or half of that on a successful save.
Beginning at 6th level, your disciplined mind is capable of projecting a suppressive barrier for your allies' protection.
As a bonus action, you can grant a barrier to a friendly creature that you can see within 60 feet of you. The barrier is invisible. The target is gains resistance to all types of damage except psychic and have advantage on concentration checks. This effect lasts for 1 minute or until you are incapacitated.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 14th level, whenever you expend a spell slot to cast a spell that includes a radiant, necrotic or psychic damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
At level 18, you are able to harness your will to manifest into powerful barriers to protect your allies. As an action, you may choose a number of creatures within 30 feet of you equal to your Charisma modifier (minimum of one). The chosen creatures gain temporary hit points equal to twice your priest level.
Once you use this feature, you can't use it again until you finish a long rest.