The most adept priests leave their houses of worship to serve on the battlefield, as shepherd to a flock. There, they use their holy powers to bless allies and mend wounds. While most stay behind the front lines to aid their comrades, these holy champions are also capable of smiting foes and carrying out sacred justice.
Priest Level - Spells
1st - Bless, Cure Wounds
3rd - Lesser Restoration, Prayer of Healing
5th - Beacon of Hope, Revivify
7th - Death Ward, Divination
9th - Mass Cure Wounds, Raise Dead
Starting at 1st level, you gain proficiency in the Medicine skill if you don't already have it. If you are already proficient in medicine, your proficiency bonus is doubled for any ability check you make that uses Medicine.
In addition, Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
At 2nd level, you can use your action and present your holy symbol to evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
At 6th level, your healing spells cause an echo that permeates the surrounding area. When you cast a spell of 1st level or higher that restores hit points to a creature, you can choose an additional target within 30 feet of you to regain hit points equal to 2 + the spell's level.
At 14th level, you can summon a guardian spirit to protect you or your allies. As an action, you can touch a creature and grant them the following benefits for 1 minute.
When an effect that would normally roll one or more dice to restore hit points to this creature, it instead use the highest number possible for each die, but only for this creature.
Any critical hit against this creature becomes a normal hit.
If this creature is reduced to 0 hit points, it immediately regains hit points equal to half it's hit point maximum. The creature then loses all the benefits of the guardian spirit.
You may use this ability once. You regain the ability to use this feature after a short rest.
Starting at level 18, you can use your action to engulf yourself in holy energy, granting you miraculous powers. When you do so, you gain the following benefits.
When you would normally roll one or more dice when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
As an action, you can use your action to end all conditions on yourself or on one willing creature that you touch.
You manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet.
You emit bright light within 60 feet of you and dim light for 30ft beyond that.
This transformation lasts one minute or until you end it with a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.