Priest

Credits

Priest Class by Derek Gabreski.

Notes

  • The Cleric/Warlock hybrid design idea came from when I saw 12345Mac's Hierophant Class homebrew and a few of his ideas remain in my take on this mashup.
  • Special Thanks to my friend Eugene from Arcana Games who sat down with me to edit and rethink much of the class.
  • This class i s intended to replace the Cleric and should never be allowed to multiclass with one, although Priests could exist side by side with Clerics, each exemplifies a different and very important way to have a relationship with their diety.

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: 1d8 (or 5) + your Constitution modifier per Priest level after 1st

Proficiencies


  • Armor: Medium armor, Light armor, Shields.
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Persuasion, Performance, Insight, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Simple weapon and a shield or (b) two martial weapons (if proficient)
  • (a) a priest's pack, (b) an explorer's pack
  • priestly robe
  • a holy symbol

Covenant Spellcasting

Powers granted through service. By pledging yourself to serve a god or goddess a covenant (pact) joins you to your dieties priesthood, impowering you with a personal connection to your diety. This bond allows you to draw to yourself divine energies conjuring up spells and channeling it into acts of faith. Your covenant is also a conduit for your god or goddess to grant you boons giving you the power and knowledge to best serve them.

Image Credit: Knight Templar Alexandria - Zenion Games Inc. by Eddy-Shinjuku

Your casting stat is wisdom. You spell save DC is as follows:

8 + Wisdom Modifier + Profiency Modifier

At first level you gain two cantrips from the priest's spell list. You also learn two first level spells from the priest's spell list. You gain further cantrips, spells known, and spell slots according to the priest table on the following page. As you advance in level your spell slots increase in power and all your spells are cast at this higher level. The usual effects for spells that increase potency when cast at higher level still apply as though you had raised them to your slot level.

The spells you know count as always being prepaired, and you regain all spell slots when you take a short rest.

The Priest
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Benedictions Known
1st +2 Covenant Spellcasting, Priestly Calling 2 2 1 1st
2nd +2 Benedictions 2 3 2 1st 2
3rd +2 Channel Divinity (1/rest) 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 - 3 6 2 3rd 3
6th +3 Priestly Calling Feature, Channel Divinity (2/rest) 3 7 2 3rd 3
7th +3 - 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 - 3 10 2 5th 5
10th +4 Priestly Calling Feature 4 10 3 5th 5
11th +4 Manifest Faith (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Manifest Faith (7th level) 4 12 3 5th 6
14th +5 Priestly Calling Feature 4 12 3 5th 6
15th +5 Manifest Faith (8th level), Channel Divinity (3/rest) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Manifest Faith (9th level) 4 14 4 5th 7
18th +6 - 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Embody Divinity 4 15 4 5th 8

Image Credit: Hero of Goma Fada by demonui

Priestly Callings

The paths priests follow are all different as their dieties call them to serve in a variety of roles. This is a choice priests make at first level that define their adventuring careers. The following callings are the common one known.

Saint

Those of this calling exemplify their faith showing the perfection of their dieties powers and purviews. Most feel called towards a very specific purpose. At 1st level gain profiency in Martial Weapons, Intimidation, and Unarmored Defense.

Unarmored Defense

(10 + Charisma Modifier + Wisdom Modifier)

Many Priests wear badges of written scriptures and robes full of divine symbolism, but many Saints take it further and perform extreme scarification or tattooing of such symbols on their bodies, trusting it will protect them. When you are wearing no armor you may choose to apply this defense, while doing so your dexterity does not add to your armor class.

Conduit to the Divine

At 6th level you may expend a spell slot to gain an additional use of Channel Divinity, You may do this a number of times equal to your Wisdom Modifier before finishing a long rest.

Blessed Senses

Once you have achieved 10th level by taking an action you can call up your connection to your god or goddess to enhance your senses gaining the effects of True Sight as long as you maintain concentration to a maximum of 1 minute. You must take a short or long rest before using this ability again.

Holy Sanction

At 14th level you are able to sanction a foe. By taking an action to mark a creature you banish them from sight of your god or goddess. All allies, not shunned by your diety are aided in destroying the newly marked anathema. The first time each ally hits with a melee attack each turn (including your attacks) against the marked creature they deal an additional 2d8 radiant or necrotic damage (as appropiate for your diety). This effect lasts for 1 minute and requires you to maintain concentration on it, you must finish a long rest before you can use this feature again.

Missionary

Those called to guide, minister, organize, and evangalize for their faith. These priests tend to travel extensivly and expose all the most attractive virtues of their religion. At 1st level gain profiency in Survival and your choice of Animal Handling or Navigator's Tools. You also add 10 feet to your base movement speed.

Divine Inspiration

At 6th level you gain use of inspiration dice (d6s). To use these you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one divine inspiration die (d6).

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled it is lost. A creature can only have one inspiration die at a time. (A creature cannot have both a bardic and a divine inspiration die at the same time).

You gain a number of uses of this ability equal to your wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Share Benediction

At 10th level you can share your blessings. Using an action you are able to provide any allies you touch (up to your wisdom modifier in allies) with the same benifits you recieve from one of your benedictions as long as you are maintaining concentration.

Improved Divine Inspiration

At 14th level when your Divine Inspiration die rolls a 1, treat that result as a 6 instead. In addition creatures may now spend your inspiration dice on damage rolls, to do this they must choose to add the die as the damage is rolled and not after the other damage die(dice) are rolled.

Credit: Battle Hymn by Jaasif

Templar

Purposed with guiding, protecting and leading the warriors of your faith, Priests of this calling can be found guarding temples and leading expiditions to dangerous lands as well as defending their faithful on any sort of battlefield. At 1st level you gain profiency in Martial Weapons, Heavy Armor, and Constitution Saving Throws.

Condemn

At 6th level when you take a weapon attack action you may expend your bonus action to give all allies of yours who are adjacent to the creature you attacked an opportunity to spend their reactions to each make their own melee weapon attack against that target. You must finish a short or a long rest before you can use this feature again.

Divine Strike

At 10th level you gain the ability to infuse your weapons with divine energy. Once on each of your turns when you hit a creature with a weapon attack, or whenever an ally of yours hits with a weapon attack as a result of one of your abilities, you can cause the attack to deal an additional 1d8 radiant or necrotic damage (as appropiate to your diety).

Legendary Perserverance

At 14th level whenever you would fail a save you may expend a channel divinity to succeed instead. If you would still take damage you gain resistance to that damage type(s) until the begining of you next turn.

Prophet

A god's voice sent to foretell and preach, those of this calling commune with their Gods and Goddesses to see that their followers keep on a true path as well as research and interpret the mysteries of the world on behalf of their faith.

Conduit of Knowledge

At 1st level you begin to gain flashes of insight when you meet people or objects of great importance. In these visions cryptic information flows from your god to you. While your DM may impose a vision on you for anything they deem dramatically apropiate, you may choose to seek out a vision anytime you would be called upon to make a Wisdom: Insight check. When making such a check you may instead of rolling choose to act as though you had rolled a 20, often seeing things that you could not otherwise possibly know. You must finish a short or long rest before you can call up a vision again.

These visions, no matter how long they feel, do not take up time and are instantaneous. Astute observers may notice a tell or change in the demeanor of the prophet.

Gift of Tongues

From 1st level onward your speech is understandable by all sentient creatures and you can understand them in turn. In additon you gain profiency in Performance.


Foretell Doom

At 6th level you learn to draw fate's ire down on a creature. Choose a target that can hear you and say a few words condemning their fate and roll a d10. As long as you maintain concentration (up to 1 minute) you may force them to take your d10 roll as their next d20 roll, expending your ability and ending your concentration. You cannot use this again until you have finished a long rest.

Perfect Foresight

At 10th level you cannot be surprised while conscious.

Anytime initive is rolled you may choose to act as though you had rolled a 20. You must finish a long rest before you use this ability again.

Greater Foretell Doom

At 14th level your Foretell Doom refreshes on a short rest instead of a long.

Benedictions

Benedictions are blessings bestowed upon you by your god or goddess so that you may better serve them. Most gods favor granting blessings related to their purviews, and derived from their own powers. Not all Benedictions are available from all gods as some gods, such as Sutyr a god of fire, has no business granting Aquatic Blessing. While other powers might make more sense if slightly modified, ie When Sutyr grants Arrows of Light his version of the benediction could draw amunition from any flame and the added damage would be fire damage. The DM has the right to veto any powers that don't make sense for your god, as well as work with you to adjust powers to better represent a boon your diety would instill. It is best to carfully choose with whom you pledge your service.

Armored in Light

You can cast shield of faith on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite 9th level You can cast Levitate on yourself at will, without expending a spell slot or material components.

Arrows of Light

As part of any other action you can generate arrows, bolts, javelins, or another choosen amunition from any light source, granting you effectivly limitless ammo. Creatures with a vulnerability to light and the undead take an additional +1d6 radiant damage from such arrows. These arrows also glow as torches when fired, their light lasting until the end of your next turn, when the projectile disappears.

Blessed Step

Prerequisite: 7th level

You can cast water walk on yourself at will, without expending a spell slot or material components.

Aura of Blinding Light

Prerequisite: 7th level

You may spend a bonus action to begin emiting blindingly bright light that counts as magical daylight for 1 minute. You illuminate out to 120 feet and any foe within a 30 foot aura must make a save against your spell DC or be blinded. Foes repeat their save at the begining of each of their turns until they succeed. Once a foe has saved they become immune to your aura for the rest of the day. You must finish a long rest before you can activate this aura again.

Pure Mind

Add Protection from Evil and Good to your spell list, you can cast this on yourself without expending a spell slot once per short rest.

At 9th level you can never be possessed or charmed.

Pure Heart

Add Sanctuary to your spell list, you can cast this on yourself without expending a spell slot once per short rest.

At 9th level You can never be stunned, or frightened.

Pure Body

Add Detect Poison and Disease to your spell list, you can cast this on yourself without expending a spell slot once per short rest.

At 9th level You can never be poisoned, blinded, or deafened.

God's Eye

You can see normally in magical and non magical darkness out to 120 feet.

Soul Caller

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Blade of the Faith

Prerequisite 5th level, Templar Path

Whenever you take an attack action, you may make two weapon attacks.

Condemnation

Prerequisite 5th level

You can cast Bestow Curse once per long rest using a Priest spell slot.

Liturgical Training

You are trained in church ritual. You are now able to use Ritual Casting. You may cast any Priest spell you know as a ritual if it has the ritual tag. In addition you gain knowledge of one spell with the ritual tag from any other classes spell list, this counts as a Priest spell for you, though you can only cast it as a ritual. You may take this benediction multiple times to gain an additional ritual each time it is taken.

Voice of God

Prerequisite: 14th level

You can cast Suggestion at will without using a priest spell slot.


Inner Voice

You gain telepathy out to 120 feet and can speak with any sentient creature back and forth mentally in this range.

Magic Eye

You can cast Detect Magic at will without using a Priest spell slot.

Red Hand of God

Prerequisite 12th level

When you hit a creature with a weapon, the creature takes extra radiant or necrotic (alignment dependant) damage equal to you wisdom modifier (minimum 1).

Blessings of Knowledge

You gain profiency in two languages of your choice and two skills from the following list: Arcana, History, Nature, or Religion.

Blessings of Presence

You gain profiency in two skills from the following list: Performance, Persuasion, Insight, or Intimidation.

Spiritual Guardian

Prerequisite 5th level

You can cast Spirit Guardians once per long rest using a Priest spell slot.

Greater Spiritual Guardian

Prerequisite 9th level

You can cast Guardian of Faith once per long rest using a Priest spell slot.

Lesser Necromancy

Prerequisite 5th level

You can cast Animate Dead once per long rest using a Priest spell slot.

Greater Necromancy

Prerequisite 11th level

You can cast Create Undead once per long rest using a Priest spell slot.

Worldly Servators

Prerequisite 11th level

You can cast Animate Objects at will.

Hide from the Unfaithful

Prerequisite 5th level

You may cast Invisibility once per long rest without spending a spell slot.

Elemental Attunement

Prerequisite 15th level

You gain Resistance to one elemental damage type best associated with your god or goddess. Choose one from the following list: Acid, Fire, Cold, Lightning, or Thunder.

Any time damage of your choosen type would be dealt to you you may choose to gain immunity to it and in place of any damage that would have been dealt to you instead gain temporary hit points equal the prevented damage, you must finish a short or long rest before you can use this feature again.

Heavenly Bounty

You may cast Create Food and Water at will without spending a spell slot. At 11th level you also gain the ability to cast Heroes' Feast once per long rest without spending a spell slot.

Distant Touch

Prerequisite 5th level

You may cast spells with a range of touch on any ally within 30 feet of you.

Bless the Land

Prerequisite 9th level

You may cast Hallow using one of your spell slots, but without spending any material components. Each time you do this all of your past Hallow spells cast in this way are dispelled (Hallow spells that you spent material components on are not dispelled by this).

Sin Eater

You can pull bad luck and misforture into yourself. Anytime an ally within 30 feet of you is forced to roll at disadvange because of any magical effect, you may spend your reaction to cancel their disadvantage (they cannot afterwards get advantage on the same roll). The next roll you make is at disadvantage, and the next attack made against you is at advantage. If no such attack or roll is made in the next minute this feature ceases to apply. You must finish a short or long rest before you may use this feature again.

Versitile Channeler

Prerequisite 3th level

You gain an additional Channel Divinity feature from those available to Priests. You make take this multiple times to gain more than one such additional way to channel.

Image Credit: Warrior Priest by deadhead16mb


Channel Divinity

At 3rd level you gain one use of channel divinity. Choose and gain one channel divinity feature from the following list. You gain an aditional uses of Channel Divinity at 6th (2 uses) and 15th level (3 uses). You regain all uses of your channel divinity when you finish a short or long rest.

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.

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 // Banish Outsider table.

Channel Divinity: Turn Outsider

As an action, you present your holy symbol and speak a prayer censuring those whom do not belong among mortals. Each Outsider 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.

Banish Outsider

Starting at 5th level, when an Outsider fails its saving throw against your Turn Outsider feature, the creature is instantly Banished if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead // Banish Outsider table.

Destroy Undead // Banish Outsider
Priest Level Destroy Undead or Banish Outsider of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Channel Divinity: Smite

Spend a channel divinity to deal maximum damage on a single damage roll instead of rolling dice. At 10th level add your Wisdom Modifier to this damage as Radiant or Necrotic damage.

Channel Divinity: Fatefull Injunction

Spend a channel divinity as a reaction to give any ally you can see a reroll.

Channel Divinity: Healing Touch

Spend a channel divinity, touch an creature to Heal them for up to (5 x your Priest Level) Hit Points.

Channel Divinity: Dispell

Spend a channel divinity as an action to give all creatures within 30 feet and chance to make a save(s) against any and all effects that a successful save could end that are currently effecting them.

Channel Divinity: Ward

Spend a channel divinity to take an action blessing a creature with your diety's protection for the next 10 minutes. The next time damage would reduce the protected creature to 0 Hit Points, that source instead reduces the creature to 1 Hit Point and the protection is spent. Only one such ward may be on any one creature at a time.


Image Credit: High priestess by Llyncis

Manifest Faith

At 11th level your diety bestows upon you a miraculous secret you can call forth with faith. Choose one 6th level spell from the priest's spell list to manifest with your faith.

You can cast your manifest faith spell once without expending a spell slot. You must finish a long rest before you can do this again.

At higher levels you gain more priest spells that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at at 15th level, and one 9th level spell at 17th level. You regain all uses of your Manifest Faith when you finish a long rest.

Embody Divinity

At 20th level once per long rest you can pull a larger piece of the divinity you are connected to into yourself. For ten minutes you Levitate a few inches off the ground, and gain unlimited uses of Channel Divinity.


Cantrips (0 Level)
  • Chill Touch
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • True Strike
1st Level
  • Bane
  • Bless
  • Command
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Guiding Bolt
  • Heroism
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Cure Wounds
  • Healing Word
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Glyph of Warding
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Water Walk
4th Level
  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Locate Creature
  • Stone Shape
5th Level
  • Contagion
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Insect Plague
  • Legend Lore
  • Planar Binding
  • Raise Dead
  • Scrying
  • Mass Cure Wounds
  • Commune
6th Level
  • Blade Barrier
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • Planar Ally
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • True Resurrection

Image Credit: Battlemage by 88grzes