Priest (3.5e Class)

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Support, Divine caster

PRIEST[edit]

The Priest is a supportive caster-class simular to the cleric but with the frailty of a wizard. The Priest focusses on keeping the battle in his party's favor and his allies standing on their feet from the back-line.

Making a Priest[edit]

The priest is vulnerable when caught out and often stands out due to their frail body and lack of armor. It is very important to use spells to the best of your potential, therefor, pick spells that help against the weakness of your party. For example, many warrior-type character can poorly defend themselves against spells, so taking spells that remove ailments or counter enemy spells might help. If your party is frail instead, try to increase hitpoints or armor before engaging in battle.

Abilities: The most important ability scores for a Priest are Wisdom for spellcasting and turning. The Priest also needs Constitution for staying alive and for regaining spells from praying.

Races: Most races have had priests of some sort, although the deity and lifestyle differs greatly.

Deity and Alignment: The Priest's deity greatly influences his alignment. A priest gains his powers from his deity, therefor a priest MUST pick a Deity. To gain powers from this deity, he must be zero or one step close to his deity's alignment. Otherwise, he loses his priest powers after a week.

Starting Age: Complex

Table: The Priest

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Praycast, Domain 3 1
2nd +1 +0 +0 +3 Divinity 2 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Turn or Rebuke Undead 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Improved Domain 4 3 3 2
7th +3 +2 +2 +5 Divinity 4 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 Divine Self 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 Greater Domain 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Divinity 6 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Divine Protection 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Divinity 8 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Improved Praycast 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Priest.

Weapon and Armor: A priest is not proficient with any armor or weapon. Priests cannot cast divine spells while wielding weapons in hand or while wearing armor. Typically, A priest wields robes instead.

Spells: The Priest can pray to his deity to regain spells, doing so takes 10 minutes and cancels any spells cast previously by the Priest that are still in effect. Unless stated otherwise by the player the priest automatically prays before going to sleep. The priest can do this a number of times per day equal to one plus his constitution bonus.

The Priest knows six level 0 spells. The Priest learns 3 more spells each priest level he gains that isn't higher than the highest spell level he can cast. He learns these spells from the cleric spell-list. The Priest can cast any spell he knows spontaneously without preparing it ahead of time as long as his wisdom score is higher than 10 plus the spell level. The Priest gains bonus spells based on his wisdom modifier.


Praycast: The Priest can use his move action to pray and increase the range of his touch spell to 30 ft. In order to do so, he must know the target's name and must have seen the person earlier this day. Praycast can, however, still be used while unable to see the new target.


Divinity: At level 2, Whenever the Priest casts a spell on his ally other than himself, he may add a +2 divine bonus to any check or variable numeric roll he makes. This bonus increases to +4 at level 7, to +6 at level 12 and to +8 at level 17.


Domain: The Priest may select any one Domain a cleric could choose, and add those spells to his spell list as soon as he is able to cast them. He also gains the power of that domain.


Turn or Rebuke Undead: At level 4, A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral priest of a neutral deity must choose whether his turning ability functions as that of a good priest or an evil priest . Once this choice is made, it cannot be reversed.

A Priest may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier. A Priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.


Improved Domain: At level 6, The Priest's chosen domain gets improved, he may add any less or more powerful variants of the spells in his domain to his spell list as soon as he is able to cast them. These variants must have a simular name and include or have removed one of the following words : improved, lesser, greater, minor, light, moderate, serious, critical.


Divine Self: At level 9, Whenever the priest casts a spell on himself, he does not provoke attacks of opportunity.


Greater Domain: At level 11, The Priest's chosen domain gets improved once more, the domain's power is now doubled and he may add any mass or swift variants of the spells in his domain to his spell list as soon as he is able to cast them. (This includes any less or more powerful variants gained from Improved Domain.)


Divine Protection: At level 14, Whenever the priest is unable to choose or perform actions on his turn. He may instead spend his entire turn casting a spell on himself.


Improved Praycast: At level 20, Praycasting can be done as a quick action instead and its range increases to 60 ft.



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