Priest
A group of heavily armored knights surround a young woman in a ring of steel facing outwards. A horde of hobgoblins surround them. The fight is vicious and brutal, the knights fighting tooth and nail to protect the young woman. She raises her hands to the sky, her words fortifying her allies allowing them to fight on despite their wounds. They would be dead without her.
Two armies are fighting on a muddy field. The dead and dying lie strewn on the ground and a figure moves among them, stopping briefly at each figure regardless of uniform. To the dying he brings a second chance, to the dead he brings rest and peace. None of the soldiers bother him, thankful for his service should they need him.
A lich cackles manically, firing bolts of wicked green lightning and a band of adventurers who have invaded it's tomb. An elven person raises a glowing sword, with a yell glowing wings burst from their back. Their allies take a deep breath, steadied by this. They have survived through much to get here, and they will survive this too.
Priests are people who have dedicated themselves not just to service of their faith, but of their people. They come alive amongst groups, offering support and guidance. Priests come in many shades and varieties but the key uniting factor is a dedication to helping others.
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 + Constitution Modifier
- Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per Priest level after 1st.
Proficiencies
- Armor: Light armor
- Weapons: simple weapons
- Saving Throws: Wisdom, Charisma
- Skills: Religion and choose one from Arcana, History, Insight, Medicine, Nature, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a simple weapon and a bottle of holy water
- a light crossbow and 2o bolts
- a priest's pack
- Leather armor and a set of fine clothes
Multiclassing as a Priest
Prerequisites
| Class | Ability Score Minimum |
|---|---|
| Priest | Wisdom 13 |
Proficiencies
| Class | Proficiency gained |
|---|---|
| Priest | Religion |
Priest
| Level | Proficiency Bonus | Features | Greater Blessing uses |
|---|---|---|---|
| 1st | +2 | Ministration, Relic Bearer | - |
| 2nd | +2 | Blessings | 2 |
| 3rd | +2 | Priest Creed | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Additional Relic | 3 |
| 6th | +3 | Creed feature | 3 |
| 7th | +3 | Intercession | 3 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Inspirational | 4 |
| 10th | +4 | Creed Feature | 4 |
| 11th | +4 | Additional Relic | 5 |
| 12th | +4 | Ability Score Improvement | 5 |
| 13th | +5 | Intercession (2) | 5 |
| 14th | +5 | Reliquary | 5 |
| 15th | +5 | Creed Feature | 6 |
| 16th | +5 | Ability Score Improvement | 6 |
| 17th | +6 | Additional Relic | 6 |
| 18th | +6 | Intercession (3) | 6 |
| 19th | +6 | Ability Score Improvement | 7 |
| 20th | +6 | Beacon of Faith | 7 |
Ministration
You are capable of offering aid, advice and solace to your fellow travelers during times of stress. You have a pool of Ministration hit points equal to your Priest level times 10. Over the course of a 10 minute duration, or as part of a short rest, you may distribute hit points from this pool as you see fit to any number of allies that you can touch during that duration.
This pool is gone once spent and is refilled upon finishing a long rest.
Relic Bearer
You bear a relic or some other token that bestows faith and security upon your allies. When you finish a long rest you may choose one of the following:
- Attack rolls
- Saving Throws
- Damage rolls
- Ability Checks
You and your allies within 30 feet gain a bonus on rolls of your chosen type equal to one half your proficiency bonus. You gain additional relics as you gain levels, as shown on the Priest class table. You must choose a different type of roll for each relic.
Blessings
Starting at 2nd level, your word encourages and empowers your allies. You can use a bonus action to grant an ally, including yourself, a d4. This die lasts until the beginning of your next turn and can be used to increase the number on an attack roll, saving throw or a damage roll.
You can use this ability as an action, allowing you to grant this bonus to a number of creatures up to your Wisdom modifier.
Additionally, you can upgrade a Blessing to a Greater Blessing. If you do, your target gains a number of d4 equal to your proficiency bonus. Blessing dice gained in this way last until used or until you finish a short rest. A creature can spend any number of d4 to increase a d20 roll, and can see the result of each die before deciding to spend more. You can use this aspect of this feature a number of times as shown in the Priest class table and regain those uses on finishing a long rest.
Once you use this feature, you cannot use it again until the beginning of your next turn.
Priest Creed
Starting at 3rd level, you dedicate yourself to a particular Creed of priesthood that further defines your role and relationship to your faith. Choose a Creed from later in this document. Your Creed grants you a feature now, and again at 6th, 10th and 15th levels.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Intercession
Starting at 7th level, you can grant an ally a moment of reprieve when they need it most. When an ally you can see within 60 feet fails a saving throw or is reduced to 0 hit points you can use your reaction to intercede. If your ally failed a saving throw they can immediately remake that save with advantage. If your ally was reduced to 0 hit points they can immediately make a death saving throw. On a success, they are instead reduced to 1 hit point.
You can use this ability once and gain additional uses at 13th and 18th levels. These uses reset upon finishing a short or long rest.
Inspirational
Starting at 9th level, your grace and faith under pressure eases your allies and steels their resolve. When you finish a short rest, you and your allies gain a number of temporary hit points equal to your Priest level.
Reliquary
Starting at 14th level, your faith allows you to invest an item with great importance. When you finish a long rest, choose a magic item that you are attuned to. This becomes a part of your reliquary and grants you a +2 bonus to either attack and damage rolls, saving throws or armor class. If the item already modifies one of these values then you can instead increase that bonus by 1, up to a maximum of a +3 bonus.
This effect lasts as long as you are attuned to that item, or until you use this feature again.
Divine Blessings
Starting at 20th level, your blessings carry the weight of your faith. The dice granted by your Blessings feature increase to d6's.
Additionally, if you roll initiative and have no uses of your Greater Blessing left then you regain a use.
Priest Creeds
A Creed is not the same as a domain, it does not exemplify the domain of a god. Instead it defines the priests relationship to their faith and how they use it to act their will upon the world. Two priests of the same god could be part of two completely different Creeds with no conflict or issue.
Valkyrie
Valkyries are warrior priests, striding through the battlefield blessing their allies and defending the faith with steel and honor. They are capable of great feats of glory, leading their allies by example.
Battleborn
You are at home on the battle field. You gain proficiency with light and medium armor, shields and martial weapons.
Additionally, when you roll initiative you gain a number of temporary hit points equal to five times your proficiency bonus.
Glory Bearer
While you or an ally under the effect of one of your Blessings reduces a creature to 0 hit points or scores a critical hit, you can add 10 points to your Ministrations pool.
You can use this feature a number of times up to your proficiency bonus and regain those uses on finishing a long rest.
Blessed Armaments
Starting at 6th level, you can grant weapons great blessings whilst they fight with you. When you finish a long rest you can touch a number of mundane weapons up to your proficiency bonus. These weapons become magical, granting a +1 bonus to attack rolls, damage rolls and armor class for the next 8 hours.
Warriors Blessing
Starting at 10th level, your blessings are martial and administered at swordpoint. When you use a bonus action to grant a blessing you can make a weapon attack as a part of that action.
Additionally, attacks made by a creature who has a Blessing from you count as magical for the purposes of immunities or resistances, and can choose to deal radiant damage.
Honor Ascendant
Starting at 15th level, you are the embodiment of righteous wrath and glory on the battlefield. You can use a bonus action to become Ascendant for 1 minute. While Ascendant glow with a dim light out to 15 feet, you add a d4 to all attack and damage rolls, you can attack twice instead of once when you take the attack action and your AC becomes 18 if it would be lower.
You can use this feature once and regain that use on finishing a long rest, or by sacrificing 50 points from your Ministrations pool as part of the action to activate this ability.
Doomsayer
A Doomsayer is a firebrand, inciting allies and denouncing foes, their passion and furor driving them to manic expressions of faith and power. They are fearsome amidst a crowd of either allies or enemies.
Doomsayer Saving Throw
Some Doomsayer effects will force a creature to make a saving throw. When it does, calculate the save DC as follows
Save DC
Doomsay
You can not only inspire friends but curse foes. When you use your Blessings feature you can instead target a hostile creature. When that hostile creature rolls an attack roll, a damage roll or a saving throw you can elect to roll your blessing die. Your target subtract that number from the roll and must make a Wisdom saving throw or suffer psychic damage equal to the number rolled plus your Wisdom modifier.
Get Up, Coward!
When an ally fails a death saving throw you can add 10 points to your Ministrations pool.
You can use this feature a number of times up to your proficiency bonus and regain those uses on finishing a long rest.
Decry
Starting at 6th level, you can unleash the brunt of your zealous fury upon a foe, searing their mind with the weight of your judgment. You can use an action to target a creature that can see you within 60 feet. Roll a number of d4 equal to your proficiency bonus and record the total. Your target must make a Charisma saving throw, taking that much psychic damage on a failure.
For the next minute, you can replace a d20 roll that effects your target with that number.
You can use this ability once and regain that use on finishing a long rest, or by spending a use of your Greater Blessings as a part of the action to use this ability.
Wild Gibbering
Starting at 10th level, when you use your Blessings ability as a bonus action and target an ally, you can also target a hostile creature.
Additionally, a creature that takes psychic damage from your Doomsay has disadvantage on it's next weapon attack before the end of your next turn.
Fervor Ascendant
Starting at 15th level, you are the embodiment of righteous fury and divine malaise. You can use a bonus action to become Ascendant for 1 minute. While Ascendant glow with a dim light out to 15 feet. Creatures you choose in this light have disadvantage on Wisdom, Intelligence and Charisma saving throws as they are assaulted with decrying voices. A creature hostile to you that starts it's turn in this area, or enters it for the first time on it's turn, takes 4d4 psychic damage.
You can use this feature once and regain that use on finishing a long rest, or by sacrificing 50 points from your Ministrations pool as part of the action to activate this ability.
Medicant
Medicants specialize in support through healing, bolstering the spirit and the body of the faithful. They can keep their allies on their feet with some word of encouragement and also lots and lots of medicine.
Doctor
You gain proficiency in the Medicine skill if you do not have it already. When required to make a Medicine check you can roll a d4 and add the number rolled to the check result.
When you grant an ally within 5 feet your Blessing you can roll a number of d4 up to your proficiency bonus. For each dice rolled in this way add your Wisdom modifier. You can heal your target for a number of hit points up to this amount from your Ministrations pool.
Triage
When an ally is reduced to 10 or fewer hit points you can add 10 plus your Wisdom modifier points to your Ministrations pool.
You can use this feature a number of times up to your proficiency bonus and regain those uses on finishing a long rest.
Anesthesia
Starting at 6th level, you can weaponize some of your more potent medicines to either help or harm. You can use an action to touch a creature. If that creature is an ally, they are immediately cured of the Charmed, Frightened, Parlayzed, Poisoned or Stunned conditions and gain resistance to slashing, piercing and bludgeoning damage until the start of your next turn.
If the creature is a hostile creature, must roll a d20 at the start of it's turn for the next minute. On a roll of a 1 through 9, they lose their action this turn. This condition lasts for 1 minute or until a creature has lost 3 actions.
You can use this ability once and regain that use on finishing a long rest, or by spending a use of your Greater Blessing ability as a part of the action to use this ability.
Combat Medic
Starting at 10th level, you have seen it all and can drag allies back from the brink of death. You can use an action touch a creature at 0 hit points and heal them any number of hit points from your Ministrations pool.
When you restore hit points to a creature from your Ministrations pool they gain a number of temporary hit points equal to your Priest level.
Heroism Ascendant
Starting at 15th level, you are the embodiment of courage and support in the face of adversity. You can use a bonus action to become Ascendant for 1 minute. While Ascendant you glow with a dim light out to 15 feet. Creatures you choose in this light have advantage on saving throws. When a creature starts it's turn in this light you can have that creature gain 10 temporary hit points. A creature that gains these temporary hit points has resistance to all damage until the start of your next turn.
You can use this feature once and regain that use on finishing a long rest, or by sacrificing 50 points from your Ministrations pool as part of the action to activate this ability.
Censurite
A Censurite brings blessings aplenty upon their allies, covering them in a fog of incense and vapors that fortify and sanctify. They are of incredible value to any fighting force.
Censure Bearer
You bear a Censure, a device for wafting vast amounts of incense around a wide area. You can use an action to activate your Censure for 1 minute. While active, the area within 15 feet of you is lightly obscured.
When you finish a long rest, you choose one of the vapors from later in this document for which you meet the prerequisites. This vapor dictates the effect of this feature on creatures within the obscured area.
If this area is subjected to a strong wind the effect is negated until the end of your next turn.
You can use this ability twice and regain those uses on finishing a long rest, or by spending a use of your Greater Blessings ability as a part of the action to activate this ability.
Flail Wildly
While your Censure is active you can use an action to double the range of it's effect by swinging it about with abandon. If you use your action to use your Blessings feature, you can also gain the benefit of this feature.
Weaponised Censure
Starting at 6th level, you have incorporated a censure into your weapons. Choose an additional vapor when you finish a long rest. When you make a melee weapon attack you can choose a creature within 15 feet to gain the effect of that vapor until the start of your next turn.
Buoyed Blessings
Starting at 10th level, while a creature under the effect of one of your vapors uses a Blessing die you gave them they can roll that die with advantage.
This effect also applies to creatures who have temporary hit points granted by you.
Ascendant Censure
Starting at 15th level, when you activate your Censure ability you can decide that it is an Ascendant Censure. If you do, you can select any Vapor, even one you do not have prepared. The range of an Ascendant Censure is doubled and any numerical effects are also doubled. This applies to any bonuses, number of resources restored or number of dice rolled. An Ascendant Censure sheds dim light in the area of it's effect.
You can use this feature once and regain that use on finishing a long rest, or by sacrificing 50 points from your Ministrations pool as part of the action to activate this ability.
Vapor Saving Throw
Some Vapor effects will force a creature to make a saving throw. When it does, calculate the save DC as follows
Save DC
Fortifying Vapor
Creatures you choose in the area gain 5 temporary hit points at the start of their turn.
This value increases by 5 at 5th (10), 11th (15) and 17th (20) levels.
Cloying Vapor
The area is heavily obscured. Hostile creatures in the area at the start of their turn must make a Constitution saving throw of suffer a level of exhaustion, up to a maximum of your proficiency bonus. Exhaustion gain in this way lasts for 1 minute or until they spend a full turn outside the area.
Blessed Vapor
Creatures you choose in the area at the start of their turn, or upon entering the area for the first time on their turn, must make a Constitution saving throw or suffer take 1d4 radiant damage, half as much on a success.
The damage from this feature increases by 1d4 at 5th (2d4), 11th (3d4) and 17th (4d4) levels.
Restorative Vapor
Prerequisite: 6th level
Creatures you choose in the area regain 2d4 hit points at the start of their turn and gain resistance to slashing, piercing and bludgeoning damage until the start of their next turn. This healing cannot bring a creature above one half their maximum hit points.
The healing from this feature increases by 1d4 at 11th (3d4) and 17th (4d4) levels.
Fulminating Vapor
Prerequisite: 6th level
Creatures you choose in the area deal an additional 1d4 lightning damage with weapon attacks. A creature under this effect can spend an action to regain a spent spell slot of a level up to one half your proficiency bonus. A creature can only regain a spell slot in this way once before requiring a short rest to regain another.
Hallowed Vapor
Prerequisite: level 10
A creature who is hostile to you must use an action to enter the area. If this creature is Celestial, Fey, Fiend or Undead then they must roll a d20. On a 1-9, the action is spent and they cannot enter the area this turn. This has no effect on a creature already within the area.
Sanctuary Vapor
Prerequisite: 15th level
Hostile creatures in the area must make a Wisdom saving throw to perform any action hostile to you or a friendly creature also within the area. A creature has advantage on this saving throw if it's target took a hostile action against it on their last turn.
Friendly creatures in the area regain 10 hit points at the start of their turn. This increases to 20 if they did not take a hostile action last turn.