Priest (5e Class)
From D&D Wiki
Priests are spiritual guides and religious leaders, using the power of faith to either help and control others. Some priest are kind and benevolent, channeling the divine power to protect the innocent from the forces of evil and guide the people through hard and dark times. Others use the divine power to control and oppress the weak, while increasing their own, using the divine magical powers to further selfish goals. And, some just spend their times in contemplation, using the connection they have with the divine in pursuit of some form of clarity or enlightenment, and using the divine power to better themselves.
Clerics draw the power used on the divine magic they cast from the gods, using a connection with these powerful beings to channel this power. Priests, on the other hand, draw the power from the source itself, the place were the pantheon draw their own power. Priests have a direct connection with the prime energy that creates gods and divine beings, energy that is formed from the concepts of good, evil and neutrality.
Creating a Priest
Think about where your faith comes from? does it come from a deity that showed itself to you? did you study in seclusion and find that the deity in which you were studying inspired you? did something cause you to travel down a dark path in which the abyss was your only salvation? your faith is strong and unwavering. when creating a priest think about where the roots of your faith began? what makes them unshakable and unwavering.
- Quick Build
You can make a Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Mace or a whip and a priest's pack
As a Priest you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Wisdom, Intelligence
Skills: Religion and choose one from Deception, Insight, Intimidation, Investigation, History, Medicine and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a staff or (c) a simple weapon
- light crossbow and 20 bolts
- (a) a explorer’s pack or (b) a priest’s pack
- a holy symbol
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Restorative Litany||3||2||—||—||—||—||—||—||—||—|
|2nd||+2||Faith, Unyielding Faith||3||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
As a person of the cloth. Your faith in your deity allows you to cast Priest spells.
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 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 equals to you 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 for 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 cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from our 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 your devotion to your deity. You use your Wisdom whenever a Priest spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving through 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 (found in chapter 5) as a spellcasting focus for your Priest spells.
At 1st level, once a day when you finish a short rest, you can regain a number of spell slots equal to your proficiency bonus.
Once you've used this feature, you must complete a short rest before using again.
Beginning at 2nd level, you can use the power of your faith to shield yourself from harm. When you are hit by an attack, you can use your reaction to gain a bonus to your AC equal to your Wisdom modifier. This includes the triggering attack.
Starting at 2nd level, you can use the power of faith to manifest divine powers. You gain a resource called faith points. Your Faith Point maximum equals your level in this class.
- Divine Affinity
You must choose a source for your divine energy. Choose between positive or negative. Your choice influences the damage type of some of your class features: necrotic (negative), radiant (positive) or psychic (none).
- Faith Dice
Some of your faith abilities use a Faith Dice. The faith dice for these abilities is a 1d6. you regain Faith Points after a long rest. The size of this die increase to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
- Using Faith
Choose two prayers from the prayer list. These abilities can be used in which they are described. Choose another at 9th and 17th levels:
- Divine Guidance
As a reaction, you can spend 1 faith point to add your faith dice to the result of an ability check, attack roll or saving throw.
As a reaction when you take damage, you can spend 1 faith point to deal damage back to the target equal to 1 Faith dice. at 7th level you my spend 2 faith point to deal 2 faith dice. at 15th level you may spend 3 faith point to deal 3 faith dice worth of damage.
When you hit a creature with an attack or a spell that have only one target, you can spend up to 5 faith point to cause additional damage equal to 1d6 plus 1d6 per faith point spent.
- Preach the Faith
As a bonus action, you spend 1 faith point to inspire another player. They receive a faith dice to be used as inspiration. they may add this dice to checks and saving throws.
- Godly strike
As a bonus action, you can spend 1 faith point to increase your critical hit chance with a weapon you wield. Until your next rest, you score critical hits with a 19-20 using that weapon.
- Immaculate healing
As a bonus action, you can spend 1 faith point to add your faith dice to the amount of hit points healed by a spell.
- Sanctified Spell
As a bonus action, you can spend 2 faith point to cast a spell of 1st-level without spending a spell slot.
- Celestial Reaction
Upon use of a reaction spell, you can use 1 faith point to add your Faith dice to the result of that spell.
- Gauntlet of Faith
As an action, you may spend 1 faith point to increase your AC to 13 + your Wisdom modifier. This last for 1 hour.
- Divine Terror
As a bonus action, you can spend 1 faith point to force a creature you can see within 60 feet to make a Wisdom saving throw or be frightened by you until the end of your next turn.
- Blinding Light
As an action, you can spend 2 faith points to create a blinding light from your religious symbol that shines out in a 15-foot cone in front of you. All creatures within the cone must succeed on a Dexterity saving throw against your spell save DC or be blinded until the end of your next turn.
- Divine Nova
as an action you can spend up to 4 faith point to create a blast of energy in a 20-foot area around you. You restore hit points to your allies and cause damage to your enemies in the area equal to your faith die.
At 3rd level, you chose a Religious Practice to follow. Choose between Faith in the Heavens, Faith in the abyss. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Starting at 3rd level, you gain a power related to your source of divine power. Choose one of the following:
When you cast a spell that causes radiant damage on a friendly creature, the target gain temporary hit points instead of taking damage. The amount equals the damage that spell would cause, and it lasts for 1 minute, plus 1 minute per level of the spell.
When you roll 1 or 2 on a damage roll for necrotic damage, you can reroll the die. You must use the new result.
You gain additional faith points equal to your Wisdom modifier. In addition, when you roll initiative and have no faith left, you regain 1 faith point.
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.
At 20th level when you have given everything you have to your deity it gives everything in return. You can spend 10 minutes of prayer to your deity to regain up to 9 levels of expended spell slots(example. a 4th level and a 5th level = 9. or you may take 1 9th level. or 9 1st level slots.). You must choose the slots during this 10 minutes. they can not be changed once taken. Once you regain spell slots with this feature you must finish a long rest before you can do so again.
The priests who follow the practice of the shepherd use their divine powers to protect those who share their beliefs. They guide and ward the herd, sometimes with a caring hand and sometimes with a hard staff, leading their path through the shadows.
When you choose this practice at 3rd level, you gain proficiency with light and medium armor. In addition, you gain proficiency in the Perception skill.
- Divine Protection
Starting at 3rd level, whenever you finish a long rest, you gain a pool of dice equal to half your level in this class (rounded up). The dice equals your Faith Die. Whenever you take damage, you can choose to spend any amount of dice from the pool as a reaction and reduce the damage taken by the number rolled.
You can also touch a creature of your choice, allowing that creature to use the Divine Protection die to reduce damage in the same manner for the next hour. If the die is not used, it is lost.
In addition, whenever you cast a spell of 1st-level or higher using a Priest spell slot, you regain one die per level of the spell cast.
- Herd Keeper
At 6th level, whenever a creature you can see within 30 feet take damage, you can use your reaction to spend any amount of die from your Divine Protection pool and reduce the damage taken by the number rolled.
In addition, if a creature fail a saving throw, you can spend 1 die as a reaction to add the number rolled to the result of that roll, potentially changing the outcome.
- Divine Harnessing
Starting at 10th level, you can harness the divine energy that create your magical protections. You can spend 1 minute meditating to regain two Divine Protection dice.
In addition, if you end your turn without Divine Protection die, you regain one.
- Righteous Vengeance
At 14th level, whenever you protect a creature using your Divine Protection die, you cause damage to the attacker if it is within 60 feet of you. The attacker and all hostile creatures within 5 feet of it take damage equal to the amount of dice spent.
- Aura of Protection
Starting at 18th level, you and all creatures within 10 feet of you gain advantage on saving throws against magical effects, and resistance against the damage of spells.
Exorcists seek to destroy outsiders who travel to the material plane. Good exorcists will fight against devils and demons and expel undead from the bodies of the innocent; evil exorcists will battle the celestial forces, keeping them at bay to facilitate the dominion of their overlords; neutral exorcists will fight to keep balance.
Exorcists have also great ability in channeling the divine power in explosive expulsions of divine power, being the most destructive of the religious practices.
Starting at 3rd level, when you cast a spell that causes damage, you can change the damage type to the type you have affinity to: necrotic for negative energy, radiant for positive and psychic for neutral.
In addition, when you hit a celestial, fey, fiend or undead with this ability, you can force it to make a Charisma saving throw against your spell save DC, or instantly end one effect that causes a creature to be charmed, frightened or possessed by your target. If the effect is a spell, you must roll as if you have cast dispel magic.
You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after a short or a long rest.
- Faithful Destruction
When you reach the 6th level, you add your Wisdom modifier to any spell that causes damage from the type you have affinity to.
- Exorcist Rebuke
At 10th level, when a creature within 60 feet tries to charm, possess a creature you can see (including you) or teleport, you can use your reaction and force the creature to make a Charisma saving throw. On a failed save, the target takes damage from the type you have affinity to equal to two rolls of your Faith Die and is banished, like in the banishment spell, until the end of your turn. On a success, the creature take half damage and is not banished. The damage increase to three rolls of your Faith Die at 11th level and four rolls at 17th level.
You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after a long rest.
- Divine Annihilation
Starting at 14th level, when you cause damage from the type you have affinity to, you ignore resistance to it. Starting at 18th level, you also ignore immunity to it.
In addition, you become immune to the frightened and charmed condition and you can't be possessed.
- Perpetual Banishment
At 18th level, whenever you banish a creature, you can choose to make that creature be permanently banished if the creature is a celestial, fiend, fey or undead. The creature must succeed on a Charisma saving throw or is sent to its plane of origin and take the maximum damage of the spell if it is of 6th-level or lower.
Once you use this ability, you can't use it again until you finish a long rest.
Hospitalars use the divine power harnessed trough their faith to heal others. Hospitalars devoted to evil entities usually use this power for egoistical means, to extend their own lives.
- Restorative Energy
Starting at 3rd level, whenever you cast a spell that restores hit points, you can use your bonus action to heal a creature you can see within 60 feet (including the creature you cast the spell on) by an amount equal your Faith die + the level of the spell.
- Surge of Healing
At 6th level, you cast a spell that requires a spell slot using your action, you can use your bonus action to channel the divine power and cause an amount of creatures of your choice equal to your Wisdom modifier within 60 feet to regain hit points equal to your Faith Die. If you choose a creature that have its maximum amount of hit points, it gain temporary hit points equal to the amount rolled.
You can use this feature a number of times equal to your level in this class, and regain your uses of it after a long rest.
- Blessing of the Healer
Starting at 10th level, whenever you cast a spell that restores hit points to a creature, you can also choose to end one condition that cause that creature to be charmed, frightened, paralyzed, stunned or poisoned. You can also cure one disease.
- Blessing of the Enduring
At 14th level, whenever you are reduced to 0 hit points, you are reduced to half your amount of hit points.
Once you use this ability, you can't use it again until you finish a long rest.
In addition, you become immune to poison and disease.
- Blessing of the Immortal
At 18th level, you no longer age, and you can't be magically aged. You also no longer need to eat, breath or sleep, needing only 8 hours of light activity to gain the benefits of a long rest.
In addition, whenever you restore hit points to a creature, you gain an amount of temporary hit points equal to the amount restored.
Evangelists and preachers are the priests that specialize in converting others to their faith. They have great abilities as speakers and can use the power of their god to convince others.
Starting at 3rd level, you can use your action to force a creature with an Intelligence score of 6 or higher to make a Wisdom saving throw. On a failed save, the creature will accept your religion as truth and will be charmed by you, unless you harm or attack the creature, for the 10 minutes. Whether you fail or succeed, the same creature can't be targeted by this ability more than once. The creature don't know it has been charmed.
- Persuasive Rhetoric
At 6th level, you can persuade a creature to take a course of action of your choice. The target must be able to hear you and fail a Wisdom saving throw. On a failed save, the target will act as if it you had cast suggestion on it for the next 10 minutes.
Once you use this feature, you can't use it again until you finish a long rest.
- Word of Authority
At 10th level, you can create fanatic thralls, devoted to your beliefs. Whenever you cast your evangelist spells, the spell is cast as if you have used your higher spell slot to do so.
You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after a long rest.
- Dedicated Zealot
Starting at 14th level, you can utter words that inspire obedience on your followers. As an action, you can choose one humanoid or creature charmed by you that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Priest spell save DC. On a success, you can't use this feature on it again. On a failed save, it becomes friendly to you and obeys your commands until you use this feature again.
- Voice of God
At 18th level, you can use your action to channel the divine power through your voice. For the next 10 minutes, all hostile creatures capable to hear you within 60 feet become frightened or charmed for the duration. An affected creature can make another saving throw at the end of each of its turns to end the effect.
Your allies become immune to the frightened and charmed condition for the same duration, and gain an amount of temporary hit points equal to your priest level.
Once you use this feature, you can't use it again until you finish a long rest.
Priest Spell List
You know all of the spells on the basic spell list.
Blade Ward, Dancing Lights, Eldritch Blast, Friends, Guidance, Light, Mage Hand, Magic Stone, Mending, Message, Prestidigitation, Resistance, Sacred Flame, Spare the Dying, Sword Burst, Thaumaturgy,
- 1st Level
Absorb Elements, Alarm, Bane, Bless, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Dissonant Whispers, Divine Favor, Faerie Fire, False Life, Good Berry, Healing Word, Heroism, Identify, Inflict Wounds, Protection from Evil & Good, Ray of Sickness, Sanctuary, Shield, Shield of Faith, Sleep, Wrathful Smite, Unseen Servant,
- 2nd Level
Aid, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Darkness, Gentle Repose, Hold Person, Lesser Restoration, Levitate, Locate Object, Misty Step, Prayer of Healing, Protection from Poison, Ray of Enfeeblement, See Invisibility, Silence, Skywrite, Spiritual Weapon, Warding Bond, Zone of Truth,
- 3rd Level
Animate Dead, Aura of Vitality, Beacon of Hope, Blinding Smite, Bestow Curse, Create Food and Water, Crusaders Mantle, Daylight, Fear, Feign Death, Glyph of Warding, Mass Healing Word, Remove Curse, Revivify, Speak with Dead, Tongues, Vampiric Touch, Water Walk,
- 4th Level
Aura of Life, Aura of Purity, Banishment, Blight, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Otiluke’s Resilient Sphere, Phantasmal Killer, Staggering Smite,
- 5th Level
Antilife Shell, Banishing Smite, Circle of Power, Contact Other Plane, Contagion, Dawn, Dispel Evil and Good, Destructive Wave, Dominate Person, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Mass Cure Wounds, Raise Dead, Reincarnate, Plane Binding,
- 6th Level
Blade Barrier, Circle of Death, Create Undead, Disintegrate, Find the Path, Forbiddance, Guards and Wards, Harm, Heal, Heroes’ Feast, Mass Suggestion, Primordial Ward, Sunbeam, True Seeing, Word of Recall,
- 7th Level
Conjure Celestial, Divine Word, Etherealness, Finger of Death, Plane Shift, Power Word Pain, Regenerate, Resurrection, Symbol, Temple of the Gods,
- 8th Level
Antimagic Field, Holy Aura, Maddening Darkness, Power Word Stun,
- 9th Level
Mass Heal, Power Word Kill, Psychic Scream, True Resurrection,
Prerequisites. To qualify for multiclassing into the Priest class, you must meet these prerequisites: you must have atleast 13 in wisdom.
Proficiencies. When you multiclass into the Priest class, you gain the following proficiencies: Religion