My Documents
Become a Patron!
## Priest *It is faith in ourselves that separates us from others, and with our powers, we will cause great change in all of Azeroth. The weak will come to lean on you. The lepers will call you Lord. And the ignorant will look to you for guidance.*
*— Dark Cleric Duesten*
Bend down over her falling ally, a dwarf clutches her holy symbol, and begins to sing a slow melodic tune, holy light shining from her hand, covering her allies limp body. Kneeling on the ground, one hand firmly grasping a staff, the other filled with swirls of divine and necrotic energies. A human raises, and sends out a thick halo of light and dark energy out around him, his allies gaining new life, his enemies feeling the rush of necrotic through their bodies. A forsaken, surrounded in voidic energy pulls his holy symbol from his neck as void covers his body. Tentacles sprouting from his back, as he sends out a laughter, spew-ing bolts of necrotic energy towards enemies and allies. Priests are the bridge between light and dark, they are the wielders of the warmth holy light of the divine, and the voidic magic granted by the old gods. They serve as protectors, healers, and casters of insanity. ### Invokers of Light and Darkness 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. \columnbreak
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. ### Devoted Acolytes Priests practice a complex, organized form of spirituality built around moral philosophy, the worship of a particular deity (such as Elune) in some cases, and/or idol worship, rather than around the reverence of the elements that shamans practice, or the close divine connection with animals and the wilderness that druids maintain. Priests serve not only as influential religious figures in their respective societies, but also as powerful practitioners of divine magic, which they use to heal and protect, or harm and weaken. Devotion to the faiths of Azeroth leads many priests to the paths of courage and heroism. In dark times, priests carry the Light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need.
PART 1 | CLASSES
\pagebreakNum
##### The Priest |Level|Proficiency
Bonus|Faith
Points| |Features|Cantrips
Known| |1st| |2nd| |3rd| |4th| |5th| |6th| |7th| |8th| |9th| |:---:|:--:|:--:|:-|:-------------------|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:| | 1st | +2 | — || Spellcasting, Divine Priesthood |3||2||—||—||—||—||—||—||—||—| | 2nd | +2 | 2 || Channel Divinity (1/rest), Divine Priesthood feature, Enlightenment |3||3||—||—||—||—||—||—||—||—| | 3rd | +2 | 3 || Revelations |3||4||2||—||—||—||—||—||—||—| | 4th | +2 | 4 || Ability Score Improvement |4||4||3||—||—||—||—||—||—||—| | 5th | +3 | 5 || — |4||4||3||2||—||—||—||—||—||—| | 6th | +3 | 6 || Channel Divinity (2/rest), Divine Priesthood feature |4||4||3||3||—||—||—||—||—||—| | 7th | +3 | 7 || — |4||4||3||3||1||—||—||—||—||—| | 8th | +3 | 8 || Ability Score Improvement, Divine Priesthood feature |4||4||3||3||2||—||—||—||—||—| | 9th | +4 | 9 || — |4||4||3||3||3||1||—||—||—||—| | 10th| +4 | 10 || Miracle, Revelation |5||4||3||3||3||2||—||—||—||—| | 11th| +4 | 11 || — |5||4||3||3||3||2||1||—||—||—| | 12th| +4 | 12 || Ability Score Improvement |5||4||3||3||3||2||1||—||—||—| | 13th| +5 | 13 || — |5||4||3||3||3||2||1||1||—||—| | 14th| +5 | 14 || Revelation |5||4||3||3||3||2||1||1||—||—| | 15th| +5 | 15 || — |5||4||3||3||3||2||1||1||1||—| | 16th| +5 | 16 || Ability Score Improvement |5||4||3||3||3||2||1||1||1||—| | 17th| +6 | 17 || Divine Priesthood feature |5||4||3||3||3||2||1||1||1||1| | 18th| +6 | 18 || Channel Divinity (3/rest), Revelation |5||4||3||3||3||3||1||1||1||1| | 19th| +6 | 19 || Ability Score Improvement |5||4||3||3||3||3||2||1||1||1| | 20th| +6 | 20 || Miracle improvement |5||4||3||3||3||3||2||2||1||1|
### Creating a Priest Are you a devoted servant of good, loyal to the holy light?, a disciplined priest, in beautiful robes, monitoring a sept? or are you an unholy priest of shadows, fallen either by choice or forcefully towards the necrotic arts? How did you enter priesthood? Were you raised in a mo-nastery? Did you hear a whisper from the light itself telling you to serve it? Or did a terrible war force you to take up the warmth of the holy light to assist your allies? Perhaps you might have known from your earliest memories that the priest's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. As guardians against forces of wickedness and evil, priests are rarely of any evil alignment. Most of them walk the paths of charity and soothing, or did you never feel the warmth of the holy light, and instead felt the calling of the old gods? their voidic magic wrapping around you, making your actions chaotic? #### Quick Build You can make a priest quickly by following these sugges-tions. First, Wisdom should be your highest ability score, followed by Constitution. ## Class Features As a priest, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per priest level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 + your Constitution modifier per priest level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** All simple weapons - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a mace or *(b)* a quarterstaff - *(a)* a priest's pack or *(b)* an explorer's pack - a holy symbol, and two daggers
PART 1 | CLASSES
\pagebreakNum ### Spellcasting As a conduit for divine power. you can cast priest spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the priest spell list. #### Cantrips 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 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 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 four 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 *flash heal*, 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. #### Spellcasting Ability Wisdom is your spellcasting ability for your priest spells. The power of your spells comes from the light. You use your Wisdom whenever a priest spell refers to your spell-casting ability. In addition, you use your Wisdom 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 Wisdom modifier **Spell attack modifier** = your proficiency bonus +
your Wisdom modifier
#### Ritual Casting You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a holy symbol as a spellcasting focus for your priest spells. ### Divine Priesthood Choose a divine priesthood: Discipline, Holy, or Shadow. Each priesthood is detailed at the end of the class descrip-tion. Your choice grants you spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. #### Priesthood Spells Each priesthood has a list of spells that you gain at the priest levels noted in the priesthood description.
Once you gain a priesthood spell, you always have it pre-pared, and it doesn't count against the number of spells you can prepare each day. If you have a priesthood spell that doesn't appear on the priest spell list, the spell is considered a priest spell for you. ### Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from the holy light, using that energy to fuel magical effects. You start with two such effects: Shackle Undead and an effect determined by your priesthood. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your priest spell save DC. Beginning at 6th level, you can use your Channel Divinity 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. #### Channel Divinity: Shackle 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 stunned for 1 minute or until it takes any damage. ### Enlightenment Also at 2nd level, you tap into a deep wellspring of divine energy within yourself. This wellspring is represented by faith points, which allow you to create magical effects. #### Faith Points 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. #### Flexible Casting 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 a spell slot of a given level. You can create spell slots no higher in level than 5th. ##### Creating Spell Slots | Spell 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.
PART 1 | CLASSES
\pagebreakNum ### Revelations In your study of divine lore and devotion to your choice of divinity, you have discovered revelations, fragments of divine truth that you can call upon to imbue you with an abiding magical ability. At 3rd level, you start by knowing Words of Faith revelation, which is detailed below. You also learn one revelation of your choice. You learn an additional revelation of your choice at 10th, 14th and 18th level. Your revelation options are detailed at the end of the class description. Additionally, when you gain levels in this class, you can choose one of the revelation you have learned and replace it with another revelation you could learn at that level. #### Revelations Known You start by knowing the following revelation: ***Words of Faith.*** When you cast any of the spells gained from your Priesthood Spells feature, you can cast it by expending a spell slot as normal or by spending a number of faith points equal to the spell’s level. If you cast the spell using sorcery points, it requires no material component that isn't consumed and no somatic components, but will always require a verbal component. ### Ability Score Improvement 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. ### Miracle Beginning at 10th level, you can call on a divine power to intervene on your behalf when your need is great. Imploring a powers aid requires your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, the power intervenes. The DM chooses the nature of the miracle; the effect of any priest spell would be appropriate. If a divine power intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for miracle succeeds automatically, no roll required. ## Divine Priesthoods Priests enter into divine priesthoods, some strive to follow the holy light directly, others enter sects dedicated to lesser powers, or fall to the void entirely. Your choice might corre-spond to a particular branch of priesthood, it could simply be a matter of personal preference, having the purpose that appeals to you the most. \columnbreak ### Discipline Priesthood These priests 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 they poss many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies. ##### Discipline Priesthood Spells | Priest Level | Spells | |:---:|:------------------------------| | 1st | cure wounds, inflict wounds | | 3rd | darkness, spiritual weapon | | 5th | revivify, vampiric touch | | 7th | death ward, guardian of faith | | 9th | contagion, wall of force | #### Atonement At 1st level, the harmful spells you cast bolster your allies. When you cast a spell of 1st level or higher that deals damage to a creature, an ally of your choice within 30 feet of you regains hit points equal to 2 + the spell's level. #### Channel Divinity: Penance Starting at 2nd level, you can use your Channel Divinity to burst out an expanse of radiant and necrotic force. As an action, you present your holy symbol, and release a volley of holy light towards a target within 60 feet of you. Its effect changing depending on if you target an ally or enemy. ***Ally.*** The target regains hit points equal to 1d10 + twice your priest level. ***Enemy.*** The target must make a Constitution saving throw, taking necrotic damage equal to three times your priest level on a failed save, or half as much on a success. #### Pain Suppression Beginning at 6th level, you can spend 3 faith points and use your reaction when a creature is hit by an attack or spell to give them resistance to all damage except psychic until the end of the current turn. #### Purified Resolve Starting at 8th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your priest level + your Wisdom modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your priest level + your Wisdom modifier. #### Channel Divinity: Archangel At 17th level, you can use your Channel Divinity to spread out divine wings, giving yourself to either Light or Shadow. As a bonus action, you present your holy symbol and choose one of the following effects, which last for 1 minute: ***Archangel.*** The healing done through Atonement feature is doubled. ***Dark Archangel.*** When you restore hit points to a creature through Atonement, their next attack deals extra damage equal to the hit points they regained.
PART 1 | CLASSES
\pagebreakNum ### Holy Priesthood These priests carry out the holy message of the light, they leave their house of worship to serve on the battlefield. They use their divine powers to bless their allies and mend wounds from afar, pulling creatures out of harm's way by enveloping them in divine light. ##### Holy Priesthood Spells | Priest Level | Spells | |:---:|:-------------------------------------| | 1st | bless, cure wounds | | 3rd | lesser restoration, spiritual weapon | | 5th | beacon of hope, revivify | | 7th | death ward, guardian of faith | | 9th | mass cure wounds, raise dead | #### Echo of Light At 1st level, 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. #### Channel Divinity: Divine Hymn Starting at 2nd level, you can use your Channel Divinity to heal those that are badly injured. As an action, you present your holy symbol and 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. \columnbreak #### Binding Heal Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level. #### Leap of Faith Starting at 8th level, you can spend 2 faith points to warp a target in divine energy and pull them towards you. As an action, choose a creature within 60 feet of you, pulling it to an empty space within 5 feet of you, doing so does not provoke opportunity attacks. If a creature is unwilling to be moved, it must succeed on a Strength saving throw. #### Guardian Spirit At 17th level, you can call upon a guardian to guide a fallen allies spirit back to their body. When a target dies, you can use your reaction to return them to life before their spirit lives for the afterlife. The target is immediately returned to life, healed for twice your priest level, and gains immunity to all damage until the beginning of their next turn. Once you use this feature, you can't use it again until you finish a long rest.
PART 1 | CLASSES
\pagebreakNum ### Shadow Priesthood These priests fully embrace the void and its magics, their faith equal to their holy counterparts, yet focused on dark magics and mental manipulation. They dedicate their lives to worship, but they derive their power from the Void, stray-ing dangerously close to the domain of the Old Gods. ##### Shadow Priesthood Spells | Priest Level | Spells | |:---:|:----------------------------------| | 1st | arms of hadar, hex | | 3rd | mind blast, phantasmal force | | 5th | fear, hunger of hadar | | 7th | evard's black tentacles, phantasmal killer | | 9th | enervation, synaptic static | #### Legacy of the Void You can see normally in darkness, up to 60 feet. If you already have darkvision, then its range is increased by 30 feet. Additionally, whenever you deal psychic or necrotic damage with a spell of 1st level or higher, you deal additional damage equal to your Wisdom modifier (minimum of 1). #### Chan. Divinity: Shadowform Starting at 2nd level, you can use your Channel Divinity to wreathe yourself in shadow. As a bonus action, you invoke the Shadow into your holy symbol, shrouding your body in darkness. For 1 minute, you gain the following benefits: - You add your Wisdom modifier to your Armor Class. - Psychic and necrotic damage dealt by your spells ignore resistance to those damage types. \columnbreak #### Dispersion Beginning at 6th level, you learn to disperse your body into pure shadow energy, avoiding danger. When a creature makes an attack roll against you, you can as a reaction spend 2 faith points to disperse, giving all attack rolls against you disadvantage until the beginning of your next turn. While dispersed, you cannot make opportunity attacks or cast spells. #### Misery Starting at 8th level, whenever you cast a spell of 1st level or higher and the target succeeds its saving throw, you can choose to deal 2d6 psychic damage to the creature. #### Surrender to Madness Upon reaching 17th level, you learn how to momentarily submit to the whispers of the Old Gods. As a bonus action or immediately after you use Channel Divinity: Shadowform, you may choose to invoke the madness of the Old Gods into your holy symbol. For 1 minute, whenever you cast a priest spell that has a casting time of 1 action, you can cast it using 1 bonus action instead. Additionally, when you would normally roll one or more dice to damage a target with a spell of 5th level or lower, you instead use the highest number possible for each die. At the end of each of your turns, you must succeed on a DC 10 Wisdom saving throw, or take half of your hit point maximum in psychic damage and ending the madness on a failed save. This damage can't be prevented or resisted. The DC increases by 1 for each consecutive turn. Once you use this feature, you can't use it again until you finish a long rest.
PART 1 | CLASSES
\pagebreakNum ## Revelations If a revelation has prerequisites, you must meet them to learn it. You can learn the revelation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. #### Ascension *Prerequisite: Holy Priesthood*
You can cast following spells by spending a number of faith points equal to the spell’s level. | Spell Level | Spell Name | |:---:|:-----------:| | 1 | feather fall | | 2 | levitate | | 3 | fly | #### Castigation *Prerequisite: Discipline Priesthood*
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 faith points to give one target of the spell disadvantage on its first saving throw made against the spell. #### Desperate Prayer You can spend 1 faith point and use your bonus action to regain hit points equal to 1d6 + your Wisdom modifier. The healing increases by 1d6 for each additional faith point you spend, up to half your priest level. #### Fear Ward *Prerequisite: 10th level*
As an action, you can spend a number of faith points and choose a number of friendly creatures within 30 feet of you equal to the number of faith points spent. The chosen creatures are immune to being frightened for 1 hour. #### Hallucinations *Prerequisite: 10th level, Shadow Priesthood*
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 faith points to roll 1d6 and apply the number rolled as a penalty to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. #### Holy Reach *Prerequisite: Holy Priesthood*
When you cast a spell that has range of 5 feet or greater, you can spend 1 faith point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 faith point to make the range of the spell 30 feet. #### Inner Fire *Incompatible with Inner Focus and Inner Will*
You can spend 1 faith point to cast the *mage armor* spell on yourself. Starting at 6th level, when you roll damage for a spell, you can spend 1 faith point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use these new rolls. \columnbreak #### Inner Focus *Incompatible with Inner Fire and Inner Will*
When you make a Constitution saving throw to maintain concentration on a spell, you can spend 2 faith points to roll with an advantage. Starting at 6th level, when you cast a spell, you can spend 1 faith point to cast it without any somatic or verbal components. #### Inner Will *Incompatible with Inner Fire and Inner Focus*
When you use your bonus action to transform faith points into a spell slot, the faith point cost is reduced by 1. Starting at 6th level, you can spend 1 faith point take Dash action as a bonus action on your turn. #### Mind Sear *Prerequisite: Shadow Priesthood*
As a bonus action, you spend 1 faith point to cause a psychic disturbance around the target cursed by your *Hex* or *Bestow Curse* spell. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 10 feet of it. The psychic damage equals your Wisdom modifier (minimum of 1 damage). To use this revelation, you must be able to see the cursed target, and it must be within 30 feet of you. #### Mind Vision As an action, you can spend 3 faith points to choose a humanoid you can see and perceive through its senses until the end of your next turn. While the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this ability, extending the duration until the end of your next turn, to a maximum of 1 hour. While perceiving through the other creature's senses, you benefit from any special senses of that creature, and are blinded and deafened to your own surroundings. #### Power Infusion *Prerequisite: 10th level*
When you cast a spell that deals damage or restores hit points by expending a spell slot, you can spend 1 faith point to roll an additional die and add it to the total. #### Psychic Link *Prerequisite: Shadow Priesthood*
When you cast a spell that targets only one creature and doesn't have range of self, you can spend a number of faith points equal to the spell's level to target a second creature in range with the spell (1 faith point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. #### Rapture *Prerequisite: Discipline Priesthood*
When you cast a spell that grants temporary hit points, you can spend 1 faith point to increase the temporary hit points granted by your Wisdom modifier (minimum of one). #### Shadow Protection *Prerequisite: 14th level*
As an action, you can spend 2 faith points and choose a friendly creature within 30 feet of you. The creature has resistance to necrotic and psychic damage for 1 minute.
PART 1 | CLASSES
\pagebreakNum #### Shadowy Insight *Prerequisite: Shadow Priesthood*
You can cast following spells by spending a number of faith points equal to the spell’s level. | Spell Level | Spell Name | |:---:|:-----------:| | 1 | dissonant whispers | | 2 | detect thoughts | | 3 | enemies abound | #### Shield Discipline *Prerequisite: Discipline Priesthood*
You can cast following spells by spending a number of faith points equal to the spell’s level. | Spell Level | Spell Name | |:---:|:-----------:| | 1 | heroism | | 2 | warding bond | | 3 | leomund's tiny hut | #### Sins of the Many *Prerequisite: 10th level, Discipline Priesthood*
When you make an attack roll against a creature with a spell of 1st level or higher and miss, you can spend 1 faith point to reroll the attack roll against a different creature in range. #### Surge of Light *Prerequisite: 10th level, Holy Priesthood*
When you cast a spell of 1st level or higher that restores hit points, you can spend 1 faith point to reroll a number of the dice rolled to restore hit points up to your Wisdom modifier (minimum of one). You must use these new rolls.
PART 1 | CLASSES