Priest (5e Class)
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- 1 Priest
- 1.1 My faith is unyielding.
- 1.2 Creating a Priest
- 1.3 Class Features
- 2 Faiths
it does not matter if i follow the path to the light or down the winding trail of Purgatory. my faith will see me through to the end.
My faith is unyielding.
Creating a Priest
Think about where your faith comes from? does it come from a deity that showed him/herself to you? did you study in seclusion and find that the deity in which you were studying inspired you? did something cause you to travel down a dark path in which the abyss was your only salvation? your faith is strong and unwavering. when creating a priest think about where the roots of your faith began? what makes them unshakable and unwavering.
- Quick Build
You can make a Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Mace or a whip and a priest's pack
As a you gain the following class features.
- Hit Points
Weapons: Clubs, daggers, maces, light hammer, maul, flail, quarterstaffs, whips, Light crossbow
Tools: Herbalism kit
Saving Throws: Wisdom, Intelligence,
Skills: You gain the Religion skill, and Choose 2 from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Perception, Persuasion,
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a whip
- (a) light crossbow and 20 bolts or (b) maul
- (a) a explorer’s pack or (b) a priest’s pack
- A holy symbol
- If you are using starting wealth, you have 4d6 in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Unyielding Faith||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|6th||+3||Faith Feature, Improved Unyielding Faith||4||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
As a person of the cloth. Your faith in your deity allows you 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.
Preparing and Casting Spells
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 all 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 equals to you Wisdom 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 for 1st level and two 2nd level spell slots. With a Wisdom 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 our 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
Wisdom is your spellcasting ability for your Priest spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Priest spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving through DC for a Priest spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + Your Wisdom 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 (found in chapter 5) as a spellcasting focus for your Priest spells.
Beginning at 1st level, while you are wearing no armor you may use your Wisdom modifier instead of your Dexterity modifier to determine your AC.
When you reach 6th level, you may add your Dexterity modifier and your Wisdom modifier to your AC.
At 2nd level, you chose a Faith to follow. Choose between Faith in the Heavens, Faith in the abyss. detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.->
Ability Score Increase
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. As normal, you can't increase an ability score above 20 using this feature.
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level Priest spell and a 2nd level Priest spell that are in your spell book that are not an evocation spell. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. Once you choose the 1st and 2nd level spell you may not change them.
At 20th level when you have given everything you have to your deity it gives everything in return. You can spend 10 minutes of prayer to your deity to regain up to 9 levels of expended spell slots(example. a 4th level and a 5th level = 9. or you may take 1 9th level. or 9 1st level slots.). You must choose the slots during this 10 minutes. they can not be changed once taken. Once you regain spell slots with this feature you must finish a long rest before you can do so again.
Faith in the Heavens
At 2nd level, your faith in the heavens allows you to charge your holy focus with power and use this Holy Power for various things. In addition, you may pray to your deity for 1 hour on one weapon you have. Your deity will bless the weapon allowing you to use your wisdom modifier in place of the weapon’s usual modifier.you may only have one blessed weapon at any given time. You also gain the cantrip produce flame. This particular flame does Radiant damage instead of fire damage. You may add your wisdom modifier to the radiant damage of this Produce Flame.
- Holy Power
Your knowledge in religion allows you to gain more faith in what you are doing. You gain a resource called holy power. The holy power maximum is equal to your Religion skill modifier.(for example. if your religion skill modifier is 7. you have 7 points of holy power to expend). Some of your holy power ability’s use a Faith Dice. The faith dice for these abilities is a 1d6. you regain Holy Power after a long rest.
- Using Holy Power
Choose 2 abilities from the holy power abilities set. You may expend 1 holy power to use the abilities unless the ability states otherwise. These abilities can be used in which they are described. Choose another at 5th, 11th, 15th and 19th level.
• Divine Guidance: As a free action, you spend 1 holy power and gain 1 Faith dice added to check or save. You can use this after seeing the initial roll but before using the Faith • Retribution: as a reaction when you take damage you can deal radiant damage back to the target equal to 1 Faith dice. at 7th level you my spend 2 holy power to deal 2 faith dice. at 15th level you may spend 3 Holy power to deal 3 faith dice worth of damage. • Smite: Using a holy power, you may add 1 faith dice roll to your Produce flame spell damage. When the enemy takes this damage they reduce the amount of damage they do on their next attack by an amount equal to their Intelligence modifier + the priest level. • Preach the Faith: As a bonus action, you spend 1 holy power to inspire another player. They receive a faith dice to be used as inspiration. they may add this dice to checks and saving throws. • Godly strike: As a bonus action, you can spend 1 holy power to crit on a natural 19 or 20 until the end of your turn. 15th level or higher, 2 holy power to crit on natural 18 to 20. you may only gain this ability at level 5 or higher. • Immaculate healing: As a bonus action, spend 3 holy power to add Faith dice equal to the amount of dice used with your healing spell.(example lvl 2 cure wounds 2d8 +2 faith dice) This can not be used with Healing Flame. • Sanctified Spell: As a bonus action, using 2 holy power will allow you to use a spell of 2nd level or lower without using a spell slot. • Celestial Reaction: Upon use of a reaction spell, you can use 1 holy power to add your Faith dice to that spell. (example: “shield” gives you bonus +5 AC + Faith dice roll). • Gauntlet of Faith: As an action, you may spend 1 holy power to raise your AC by 1. This does not stack. (At level 7, 2 holy power for 2.) (At level 15 3 holy power for 3). This lasts for 1 minute and does not work if the priest is wearing any armor. • Holy Terror: As an action, you can spend 1 holy power against a target who must make a wisdom saving throw vs your DC or be terrified of you until your next turn. • Blinding Light: As an action, you can spend 2 holy powers to create a blinding light from your religious symbol that shines out in a 15 ft cone in front of you. All creatures within the cone must make a INT saving throw vs your DC or be blinded for 2 rounds. • Untainted: As a free action, spend 1 holy power when you cast a heal add a Faith dice + spell level to any heal spell. • Pure: As a bonus action spend 3 holy power, when casting a heal all dice are the max they can be. • Undefiled: As a bonus action, spend 1 holy power to add Faith dice to any damage. • Holy Nova: as an action you can spend up to 4 holy power on this ability. You use your faith to create a blast of radiant energy in a 20-foot area around you. Healing allies for Faith dice, and harming enemies in the area for half as much. this damage is Radiant damage. • Healing Flame: spending 1 holy power you may use your radiant Produce flame to heal any ally equal to the dmg you roll for produce flame + 1 Faith dice. 2 holy power at 5h level, 3 holy power at 11th level and 4 holy power at 17th level. Add one faith dice for each holy power used beyond the first. • Exorcise: you spend 1 holy power as a bonus action to mark a target for Exorcism. All DMG done by you to this target deals an extra faith dice DMG (much like hunter’s mark) the exorcism doesn’t take place until the creature is hit by the priest in some way. Does require concentration to keep up
- Hand of Faith
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. You also gain Double Proficiency in Religion.
Your Faith dice Improves to 1d8
- Blind Faith
At 10th level you may pray to your deity to guide you under any circumstance. This will give you a Clarity on which way to go if you do not know the next step in your path. It can also guide you in combat. You gain Blind sight 30 feet for 1 minute. You must complete a long rest before you can use this ability again.
Your faith dice improves to 1d10
At 14th level you ascend as a priest of high faith. Your deity deems you worthy among his guardians and grants you the wings of an angel. You can manifest the angel wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. The wings manifest from a spiritual plane and will mold most armor the suit their needs.
Your faith dice improves to 1d12
Faith in the Abyss
At the 2nd level if you choose this faith to follow. Your deity after 8 hours of prayer grants you a snake whip to wield. This weapon is a whip with a single snake head on the end of it and appears to be living. It uses your wisdom modifier for attacks and damage. Otherwise use the whip as weapons stats. You are proficient with this weapon. At 5th, 11th, 15th and 19th level you gain an additional snake head.
your snake whip may eat other Non-Sentient weapons to gain their properties (+1 +2 or +3, or if the weapon has defender propertie) however this item is lost to the void. if the snake whip eats another weapon it looses the abilities gained from the previous weapon. for D.M. the weapon itself i not destroyed but sent to a different plane of existence offered to the Priest's deity.
- Snake head and the effects
When you hit an opponent with the snake whip the creature takes piercing damage equal 1d6 per head. The creature must make a constitution saving throw upon failure, they are poisoned. The poison does 1d6 necrotic damage at the beginning of your turn. They may repeat the constitution roll at the end of their turns in order to try to overcome being poisoned. If the creature died while still under the effects of the venom, the Priest may take 10 minutes as a ritual to create a Thrall champion from the creature (humanoid only).
- Thrall Champion
The thrall loses its multi attack action, if it has one.
the thrall obeys your commands as best it can. It keeps its movement and uses your initiative. Your thrall has abilities and game statistics determined in part by your level. Your thrall uses your proficiency bonus rather than its own. In addition to areas where it normally uses its proficiency bonus, also adds it proficiency bonus to its damage rolls
Your thrall champion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level gained after 2nd, your thrall gains an additional hit die and increases its (Base max) hit points accordingly.
Whenever you gain the ability score improvement class feature, your thrall’s abilities also improve. Your thrall can increase one ability score of your choice by 2, or it can increase two ability scores by 1. As normal, your thrall can not increase its ability score above 20 using this feature unless its description specifies otherwise.
Your thrall shares its alignment, personality trait and a flaw of the snake head that created. (select from the table below). Your thrall shares your ideal and its bond is always “my Deity wishes me to take care of this Priest. I will do so with my life” (this is mostly for rp purposes)
Maintaining your thrall requires the priest to be conscious
- d6 Trait
- 1 I’m dauntless in the face of adversity.
- 2 Threaten my Master, threaten me.
- 3 I stay in front of my master to protect him from harm.
- 4 People see a mindless thrall and underestimate me. I use that to my advantage.
- 5 I have a knack for showing up in the nick of time.
- 6 I put my masters’ needs before my own in all things.
- d6 Flaw
- 1 I have a strong need for attention. If I feel neglected there is a 30% chance I will disobey an order.
- 2 I like to constantly make noise.
- 3 I think I am not undead and act as if I am a living member of the group.
- 4 I’m deathly afraid of water.
- 5 I have a tendency to break things.
- 6 I strongly dislike violence.
- Summoning your Thrall
In order to summon your thrall. You must sacrifice hit points and your hit point maximum by the amount you choose. By giving the deity your life blood and essence you then take that and add your proficiency modifier and your wisdom modifier with the amount sacrificed. Multiply it by two and you will summon a thrall with the total as its max hit points (this amount cannot exceed the amount for the thralls base maximum. See “thrall champion”. If your thrall has not been injured beyond 10% of its maximum life you will get this back when the thrall is released. If your thrall has been injured divide its hit-points by 2 and return that to your hit-points and maximum. Your maximum hit-points will return to normal upon a short/long rest that your thrall is not active during.
You may summon as many thrall champions as you have snake heads for this ability. However, your snake whip is reduced by a head per summoned thrall. only one thrall may attack when you use your Attack action per turn
Thralls must be humanoid
Spellcasting Thrall: when using spells of your spell casting thrall. The spell will use your spell slot to cast them. If the spell is not from the priest spell book you do not get your proficiency modifier to the DC save or the chance to hit. a spell casting thrall uses its attack action if able on your attack action. you may use an action to cast a cantrip from the Thrall's spell list. you also may cast spells from either you or your spell casting thrall from both spell books. you must have a spell casting thrall summoned to use its abilities.
when you use your attack action you may use one thralls attack action at the same time.
- Embrace the Abyss
Beginning at 6th level you may add your spell casting Modifier to all spells that do force or necrotic damage. In addition, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spells level or three times its level if the spell belongs to the school of necromancy. You do not gain this benefit for killing constructs or undead. In addition, your necrotic poison will heal you for half the damage you inflict.
- Linked to your Thrall
Beginning at the 10th level, you can use your Thralls line of sight and perception as well as your own. In addition, when an enemy is anywhere between where you and your Thrall are standing, you gain advantage on attack rolls against that enemy while they are in that area.
- Castle of the Abyss
Beginning at the 14th level, you can use your Thrall to escape danger or get into opportune positions. Your deity allows you to switch places with your Thrall. You can use this ability as many times as your charisma modifier +1 (a minimum of 1) per long rest.
Priest Spell List
You know all of the spells on the basic spell list.
Blade Ward, Dancing Lights, Eldritch Blast, Friends, Guidance, Light, Mage Hand, Magic Stone, Mending, Message, Prestidigitation, Resistance, Sacred Flame, Spare the Dying, Sword Burst, Thaumaturgy,
- 1st Level
Absorb Elements, Alarm, Bane, Bless, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Dissonant Whispers, Divine Favor, Faerie Fire, False Life, Good Berry, Healing Word, Heroism, Identify, Inflict Wounds, Protection from Evil & Good, Ray of Sickness, Sanctuary, Shield, Shield of Faith, Sleep, Wrathful Smite, Unseen Servant,
- 2nd Level
Aid, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Darkness, Gentle Repose, Hold Person, Lesser Restoration, Levitate, Locate Object, Misty Step, Prayer of Healing, Protection from Poison, Ray of Enfeeblement, See Invisibility, Silence, Skywrite, Spiritual Weapon, Warding Bond, Zone of Truth,
- 3rd Level
Animate Dead, Aura of Vitality, Beacon of Hope, Blinding Smite, Bestow Curse, Create Food and Water, Crusaders Mantle, Daylight, Fear, Feign Death, Glyph of Warding, Mass Healing Word, Remove Curse, Revivify, Speak with Dead, Tongues, Vampiric Touch, Water Walk,
- 4th Level
Aura of Life, Aura of Purity, Banishment, Blight, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Otiluke’s Resilient Sphere, Phantasmal Killer, Staggering Smite,
- 5th Level
Antilife Shell, Banishing Smite, Circle of Power, Contact Other Plane, Contagion, Dawn, Dispel Evil and Good, Destructive Wave, Dominate Person, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Mass Cure Wounds, Raise Dead, Reincarnate, Plane Binding,
- 6th Level
Blade Barrier, Circle of Death, Create Undead, Disintegrate, Find the Path, Forbiddance, Guards and Wards, Harm, Heal, Heroes’ Feast, Mass Suggestion, Primordial Ward, Sunbeam, True Seeing, Word of Recall,
- 7th Level
Conjure Celestial, Divine Word, Etherealness, Finger of Death, Plane Shift, Power Word Pain, Regenerate, Resurrection, Symbol, Temple of the Gods,
- 8th Level
Antimagic Field, Holy Aura, Maddening Darkness, Power Word Stun,
- 9th Level
Mass Heal, Power Word Kill, Psychic Scream, True Resurrection,
Prerequisites. To qualify for multiclassing into the Priest class, you must meet these prerequisites: you must have atleast 13 in wisdom.
Proficiencies. When you multiclass into the Priest class, you gain the following proficiencies: Religion