Zuan Codex (3.5e Sourcebook)/Priest

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image


A Priest.
Faith is the strength by which a shattered world shall emerge into the light.

Where clerics often fan out to dispatch the justice of their gods, priests focus more on the community of people who already believe and creating a utopian society based on their deity as well as devoting a very large portion of their lives to studying and strengthening their faith through prayer or meditation. A priest can be anything from the leader of a church to a tribal magician, but they always have a powerful conviction to their god.

Hit Die: d6

Abilities: Wisdom is the primary ability score for priests as it dictates their spells and dissipate, but Charisma is also useful for turning and rebuking undead.

Races: Races of many origins choose to be priests. All it takes to become a priest is a desire to learn and love for one's god, however, goblins rarely become priests.

Alignment: Any

Starting Gold: As Cleric.

Starting Age: Complex.

Table: The Priest

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 1st Domain, Conviction, Turn or Rebuke Undead 3 1+1
2nd +1 +0 +0 +3 2nd Domain 4 2+1
3rd +1 +1 +1 +3 Animate Dead 4 2+1 1+1
4th +2 +1 +1 +4 Dissipate 1/day 5 3+1 2+1
5th +2 +1 +1 +4 5 3+1 2+1 1+1
6th +3 +2 +2 +5 Bonus Feat 5 3+1 3+1 2+1
7th +3 +2 +2 +5 6 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 Dissipate 2/day 6 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 Bonus Feat 6 4+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 Dissipate 3/day 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 Bonus Feat 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 Dissipate 4/day 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 Bonus Feat 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 Dissipate 5/day, 3rd Domain 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a priest gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the priest may receive for having a high Wisdom score.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Domains and Class Skills
Animal DomainKnowledge (nature) (Int)
Plant DomainKnowledge (nature) (Int)
Knowledge DomainKnowledge (all skills, taken individually) (Int)
Travel DomainSurvival (Wis)
Trickery DomainBluff (Cha), Disguise (Cha), Hide (Dex)

Class Features[edit]

All of the following are class features of the priest.

Weapon and Armor Proficiency: Priests are proficient with all simple weapons as well as light armor and medium armor.

A priest who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A priest casts divine spells, which are drawn from the priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.

Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Priest. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets one domain spell of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his domains (see Deity, Domains, and Domain Spells, below).

Priests meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses one domain from among those belonging to his deity and receives additional domains at 2nd and 20th level. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a priest is not devoted to a particular deity, he still selects domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of all domains he possesses.

With access to domain spells at a given spell level, a priest prepares one of them each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.

Spontaneous Casting: A good priest (or a neutral priest of a good deity) can channel stored spell energy into healing spells that the priest did not prepare ahead of time. The priest can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil priest (or a neutral priest of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A priest who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the priest turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest 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. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above).

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

Conviction (Su): A Priest's dedication to his faith requires him to abstain from a few things. First, trading divine power for arcane power is blasphemy, therefore, priests are not eligible for the Divine Metamagic (CD), and Still Spell feats. Second, heavy armor and shields are disgraceful for a priest to wield, so while wearing heavy armor or wielding a shield, a priest suffers arcane spell failure chance as if their spells were arcane. Finally, priests are trained differently than other divine casters in the monasteries where they are raised, therefore the priests spell list has the following changes:

Desecrate: no longer doubles the amount of zombies you may control.
Air walk: half duration.
Plane shift: opens 5 ft portal for 1d4 rounds after cast.
Find the path: banned.
Wind walk: half duration.
Control weather: wind strength is now 1 level/5 caster levels.
Astral projection: unable to interact with material body.
Miracle: limited to 1/day.

Animate Dead (Sp): Darker priests know the best ways to create and optimize undead. At 3rd level, a priest may cast a more balanced version of Animate Dead as if it were a 2nd level spell. Refer to Undead Mastery for detailed rules on the changes.

Dissipate (Su): At 4th level, a priest learns how to cleanse magic from a target. A priest may activate this ability as a standard action that functions as dispel magic with the following exceptions: dissipate functions only as a targeted dispel, therefore, it only effects one target creature, object, or spell. This ability does not provoke an attack of opportunity. You may use this ability up to once per day and one additional time for every 4 priest levels after level 4. Finally, the priest receives a +1 competence bonus on dispel checks for dissipate that increases by 1 at levels 8,12,16 and 20.

Bonus Feats: At 6th, 10th, 14th and 18th level, a priest gains a bonus feat. At each such opportunity, he can choose any feat he meets the prerequisites for, including caster level minimums.

Bonus Languages: A priest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.


A priest who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and proficiency with simple weapons. He cannot thereafter gain levels as a priest of that god until he atones (see the atonement spell description).

Epic Priest[edit]

Table: The Epic Priest

Hit Die: d8

Level Special
22nd Dissipate 6/day
24th Bonus feat
26th Dissipate 7/day
28th Bonus feat
30th Dissipate 8/day

2 + Int modifier skill points per level.

Spells: The priest’s caster level is equal to his or her class level. The priest’s number of spells per day does not increase after 20th level

Turn or Rebuke Undead: Use the priest’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.

Bonus Feats: The epic priest continues to gain bonus feats (selected from the list of epic priest bonus feats) every four levels after 20th.

Dissipate: The epic priest continues to gain an additional use of dissipate every four levels after 18th.

Epic Priest Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

Back to Main Page3.5e HomebrewSourcebooks

Home of user-generated,
homebrew pages!