1. Abilities

Priest


LevelProficiency BonusFeaturesTheurgy PointsFaith DieCantrips1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Restorative Litany0d432--
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-
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2+2Unyielding Faith, Theurgy2d433-
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-
-
-
-
-
-
3+2Religious Order3d4342-
-
-
-
-
-
-
4+2ASI4d4443-
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-
-
-
-
-
5+3
5d64432-
-
-
-
-
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6+3Religious Order Feature6d64433-
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-
-
-
-
7+3
7d644331-
-
-
-
-
8+3ASI8d644332-
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-
-
-
9+4
9d8443331-
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-
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10+4Religious Order Feature, Potent Boons10d8543332-
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-
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11+4
11d85433321-
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12+4ASI12d85433321-
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-
13+5
13d1054333211-
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14+5Religious Order Feature14d1054333211-
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15+5
15d10543332111-
16+5ASI16d10543332111-
17+6
17d125433321111
18+6Religious Order Feature18d125433331111
19+6ASI19d125433332111
20+6Faith Unending20d125433332211

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: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Healing Kit
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Deception, Insight, Intimidation, Investigation, History, Medicine, Religion, and Persuasion

EQUIPMENT

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priests pack or (b) an explorer's pack
  • a hymnal and a holy symbol

SPELLCASTING

As a person of the cloth, you have a hymnal containing all the teachings of your church and deity of choice and the spells that show the first glimmerings of the true connection between you and your god. See the Spell Listing for the priest spell list.

CANTRIPS

At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips known column of the priest table above.

HYMNAL

At 1st level, you have a hymnal containing six first level spells of your choice. Your hymnal is the repository of the priest spells you know, except your cantrips, which are fixed in your mind.

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 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 6 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 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 meditatin: 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 your devotion to your deity. You can use your Wisdom whenever a Priest spell refers to your spellcasting 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.

SPELLCASTING FOCUS

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your Priest spells.

LEARNING SPELLS OF 1ST LEVEL AND HIGHER

Each time you gain a priest level, you can add two priest spells of your choice to your hymnal for free. Each of these spells must be of a level for which you have spell slots, as shown on the Priest table. On your adventures, you might find other spells that you can add to your hymnal (see the "Your Hymnal" sidebar).


YOUR HYMNAL

The spells that you add to your hymnal as you gain levels reflect the divine research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of divinity. You might find other spells during your adventures. You could discover a spell recorded on a scroll in the ruins of an old chapel, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a priest spell of 1st level or higher, you can add it to your hymnal if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your hymnal involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the priest who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your hymnal using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as your experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own hymnal into another book --for example, if you want to make a backup copy of your hymnal. This is just like copying a new spell into your hymnal, but faster and easier, since you understand your own notation and already know how to cast the spell. You need only spend 1 hour and 10 gp for each level of the copied spell.

If you lose your hymnal, you can use the same procedure to transcribe the spells that you have prepared into a new hymnal. Filling out the remainder of your hymnal requires you to find new spells to do so, as normal. For this reason, many priests keep backup hymnals in a safe place.

The Hymnal's Appearance. Your hymnal is a unique compilation of spells, with its own decorative flourishes and prayers scribbled in the margins. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous hymnal in a mishap.

RESTORATIVE LITANY

At 1st level, your faith has bolstered you and enabled you to regain some of your magical energy. Once per day, when you finish a short rest, you can choose expended spell slots to revover. The spell slots can have a combined level that is equal to or less than your proficiency bonus, and none of the slots can be 6th level or higher.

For example, if you're a 4th-level priest, you can recover up to two levels worth of spell slots. You can recover wither a 2nd-level spell slot, or two 1st-level spell slots.

UNYIELDING FAITH

At 2nd level, you can use the power of your faith to shield yourself from harm. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a bonus to your AC equal to your Wisdom modifier, including against the triggering attack. This feature can be used a number of times equal to your proficiency modifier. Once all uses have been expended, you must finish a long rest before it can be used again.

THEURGY

At 2nd level, you can use the power of Theurgic magic to manifest divine powers. Your deity will manifest certain boons upon you based upon how heavily you hand yourself over to their will.

THEURGY POINTS

You have 2 Theurgy Points and you gain more as you reach higher levels in this class, as shown in the Theurgy Points column of the Priest Table. You can never have more Theurgy Points than are shown on the table for your level. You regain all expended Theurgy Points when you finish a long rest.

DIVINE AFFINITY

Employing the boons of your Deity have many different effects. When you gain this ability, you must choose a source for your divine energy; Radiant or Necrotic.

BOONS

You may gain 2 boons from the Boons list. These abilities are used as described below. You may choose another boon at 6th, 11th, and 17th level. Some Boons will call for additional dice rolls. The Dice rolled are referred to as Faith Die. At 2nd level the Faith Die is a d4. This die will grow larger as you increase in levels. (d6 at 5th level, d8 at 9th level, d10 at 13th level, d12 at 17th level.) Any damage dealt by use of Boons that use the Faith Die to determine the amount of damage deals the type of damage chosen with your Divine Affinity.

Divine Guidance

When you make an ability check, attack roll, or saving throw, you may use a reaction to spend 1 Theurgy Point in order to add 1 Faith Die to the triggering roll. You must wait for the triggering roll to be made before using this feature and must decide to use this feature before the outcome of the roll is declared.

Retribution

When you are the target of an attack, you may use a reaction to spend 1 Theurgy Point to deal damage back to the target equal to a Faith Die. As you progress in level, you may spend more Theurgy Points to increase the amount of damage rolled. (2 points for 2 Faith Die at 7th level, 3 points for 3 Faith Die at 15th level.)

Divine Shock

When you hit a creature with an attack or spell that targets only one creature, you may spend up to 5 Theurgy Points to cause additional damage equal to 1 Faith Die per Theurgy Point spent.

Preach the Faith

As a bonus action, you spend 1 Theurgy Point to bless another player with divine inspiration, granting them a Faith Die to add to any one ability check or saving throw. The Faith Die must be used within 10 minutes of receiving it.

Immaculate Healing

As a bonus action, you may spend 1 Theurgy Point to add a Faith Die to the number of hit points healed through a spell.

Divine Terror

As a bonus action, you may spend 1 Theurgy Point to force a creature you can see within 60 feet of you to make a Wisdom Saving Throw or be frightened by you until the end of your next turn.

Blinding Light

As an action, you may spend 2 Theurgy Points to create a blinding light from your holy symbol or a gem at the head of your staff, that shines out in a 15 ft. cone in front of you. All creatures within the cone must succeed on a Dexterity Save or be blinded until the end of your next turn.

Divine Nova

As an action, you spend 2 Theurgy Points to create a blast of energy in a 20 ft. radius around you. Roll a Faith Die. All allies in the area are healed by that amount. All enemies in the area take that amount of damage.

RELIGIOUS ORDERS

A Religious Order is a fellowship, congregation, church, or some other group of believers organized in their devotion and fellowship of their chosen deity. When you reach 3rd level, you are considered a practiced enough Priest to join, or possibly even lead, an Order of Divinity.

ABILITY SCORE IMPROVEMENT

When you reach 4th, level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 points, or you can increase two ability scores of your choice by 1 point each. As normal, you can't increase any ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking these points to take a feat of your choice instead.

POTENT BOONS

At 10th Level, you gain some passive bonuses in connection with the boons you chose.

Potent Guidance

You may also choose to use your Wisdom modifier for any ability check or saving throw made in regards to the triggering effect.

Potent Retribution

When you are hit by an attack, the target instantly takes your Wisdom modifier in damage without having to spend any Theurgy points.

Potent Shock

You have become so infused with divine energy that all your attacks and spells gain bonus damage equal to one Faith Die.

Potent Preaching

If the inspiration granted from this ability does not result in a success, the die is not used up and may be added to another roll. If a success is not acquired within 10 minutes of the inspiration being given, it is still lost.

Potent Healing

Your Wisdom modifier may also be added to the bonus heal gained from Immaculate Healing, even if the spell used already adds your Wisdom modifier.

Potent Terror

Fear of you and your deity is heightened. If the saving throw is failed, the target is frightened of you for two turns.

Potent Blinding

The light of your deity shines brighter still. If the saving throw is failed, the affected targets are blinded for two turns.

Potent Nova

The area of your Nova is saturated in the power of you and your god. All targets affected by your Nova, if they remain in the area of the Nova, will take another surge of healing or damage, during the turn after the initial triggering effect of your Nova.

FAITH UNENDING

At 20th level, you regain 4 expended Theurgy Points whenever you finish a short rest.

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