Discipline Priest (5e Class)
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- 1 Discipline Priest
- 1.1 Creating a Discipline Priest
- 1.2 Class Features
Some priests pride themselves on pragmatism. They 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 these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.
Creating a Discipline Priest
|A Dwarven discipline priest.|
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, smiting them with holy fury.
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.
- Quick Build
You can make a Discipline Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.
As a Discipline Priest you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose three from History, Insight, Religion, Medicine, or Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) Priest's Pack or (b) Explorer's Pack
- a holy symbol
- If you are using starting wealth, you have same as Cleric in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Atonement, Fade, Penance, Spellcasting||2||2||—||—||—||—||—||—||—||—|
|3rd||+2||First Power Word (Shield)||3||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||4||3||—||—||—||—||—||—||—|
|5th||+3||Leap of Faith||4||4||3||2||—||—||—||—||—||—|
|7th||+3||Summon Divine Creature||4||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|9th||+4||Second Power Word (Radiance)||4||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|13th||+5||Third Power Word (Barrier)||5||4||3||3||3||2||1||1||—||—|
|15th||+5||Improved Power Word||5||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|17th||+6||Improved Power Word||6||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement, Improved Power Word||6||4||3||3||3||3||2||1||1||1|
|20th||+6||Mass True Resurrection||6||4||3||3||3||3||2||2||1||1|
Can only be placed on one target at a time triggered by a healing spell or Power word shield, Lasts for 1rd/wis mod. When the discipline priest causes damage with spells, half of the damage done, rounded down, is regained as hit points by friendly targets affected by Atonement. The hit points regained from Atonement's effects do not grant Atonement.
Your physical form is often hard to discern in the heat of combat as your body emits and contracts light. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
At 1st level, the discipline priest can choose to quickly send Divine energy towards friendly or hostile target.
Fire three bolts of piercing light at the target, causing friendly targets to regain 1d4 per 3 discipline priest levels of hit points per missile, or cause 1d4 per 3 discipline priest levels points of radiant damage per missile to a hostile target.
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.
Leap of Faith
At 5th level gain the ability to pull an ally away from danger, 40ft range. Once per short rest
Summon Divine Creature
At level 7 gain the ability to summon a divine creature. Creature CR = 1/3lv. Once per short rest
Starting at 11th level, the discipline priest gains the Pain Suppression Feature once per short or long rest. The discipline priest chooses one target within 30 feet and infuses them with divine energy for 1 one round (can be used as a reaction) to give resist all granting them resistance to piercing, bludgeoning, and slashing damage,arcane damage and immunity to Divine and necrotic damage, and advantage on fortitude saving throws.
At 3rd level, the discipline priest chooses to hone their energy, and empower themselves by choosing a word that brings them balance. At 8th level, the priest chooses another word to empower them further.
- Shield Lv 3
With this word, the discipline priest can cause a shimmering field of Divine energy to cover a friendly target granting them resistance to all. (Once the character take damage the shield falls off at the end of that turn) The character gains the weaken soul debuff and cannot have the Shield applied for 2 rounds.
- Radiance Lv 8
Once per short rest, Twin cast ability (can be used on Penance)
- Barrier Lv 13
Once per long rest cast a shimmering bubble in a 25ft area, All allies with in the area get the affects of both Shield and Radiance at a 50% bonus.
Improved Power Words
At lv 15, 17, 19, you get to chose to improve one of the Power Words of your choice.
Shield gains Ac equal to Wisdom Mod.
Radiance Targets one extra target.
Barrier area doubles.
Mass True Resurrection
At level 20 gain the ability to cast Mass True Resurrection. once per long rest.
You know two cantrips of your choice at 1st level from the discipline priest spell list. You learn additional discipline priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the discipline priest table.
- Spell Slots
The discipline priest table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the discipline priest spell list. The Spells Known column of the discipline priest table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell (chosen from the discipline priest Spell List), which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your discipline priest spells. You use your Wisdom modifier whenever a discipline priest spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a basic discipline priest spell you cast and when making a attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier.
|Discipline Priest Spells|
|Spell Level||Class Spells|
|Cantrips||Light, Mending, Spare the dying|
|1||Bane, Bless, Charm person, Feather fall, Protection good and evil, Sanctuary, Shield|
|2||Blur,Enhance ability, Lesser Restoration, Levitate, Prayer of healing, Spiritual Weapon|
|3||Beacon of hope, Bestow curse, Create food and water, Dispel magic, Mass healing word, Revivify, Spirit guardians, Tongues|
|4||Death ward,Fire shield, Guardian of faith, Resilient Sphere|
|5||Commune, Dispel Evil and good, Dominate person, Geas, Greater Restoration Hallow, Mass cure wounds|
|6||Globe of invulnerability,Heal, Heros' Feast, Word of Recall, Globe of invulnerability|
|8||Antipathy/Sympathy, Holy aura, Power word stun, Sunburst|
|9||Astral Projection, Gate, Mass Heal|