Priest
Level Proficiency bonus Spell Rank Features
1st +1 Novice Spellcasting
2nd +1 Novice Priest subclass, Channel Divinity
3rd +2 Apprentice Rank-Up
4th +2 Apprentice Ability score Increase
5th +3 Adept Rank-Up
6th +3 Adept Priest subclass
7th +4 Expert Rank-Up
8th +4 Expert Ability Score Increase
9th +5 Master Priest subclass, Rank-Up

Level 1

Class Hit points 4
Class Speed 8
Saving throw Proficiency Sense
Weapon Proficiency All non-heavy weapons.
Armor training Light Armor, Medium Armor, shields

Spellcasting
Casting Attribute Intelligence is your Attribute to cast spells
Spell Points you must use spell points to cast spells. you have spell points equal to your Intelligence + your priest level
Scriptures You own a set of scriptures that describe the followings of your fate, such as rituals and tenets, that allow you to connect your soul to the magical weave. These scriptures hold all your divine spells, but you can only comprehend a number of spells of an appropriate rank shown on the priest table equal to your Intelligence + twice your priest level.

Level 2

Priest Subclass At 2nd level, you choose a subclass that specializes in your Order. Your subclass grants you features at 2nd level, 6th, and 9th levels.

War Nature Order
Knowledge Light Life
Death Trickery

Channel Divinity You gain the ability to channel divine energy directly from your zeal, using that energy to fuel magical effects. You start with two such effects: Turn otherworldly and an effect determined by your subclass. When you use your Channel Divinity, you choose which effect to create. You can use this trait a number of times equal to your Proficiency Bonus until your next long rest
Channel Divinity - Turn otherworldly As an action, you present your holy symbol and speak a prayer censuring the undead. Each enemy that is a Fiend, Giant, Draconic, or Eldritch that can see or hear you within a ring of 6 units around you must make a fortitude saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within a ring 6 units of you. It also can't take reactions. If there's nowhere to move, the creature can use the Dodge action

Level 3

Rank-Up You can now cast Apprentice Rank Spells

Level 4

Ability Score Increase you can increase one attribute of your choice by 1

Level 5

Rank-Up You can now cast Adept Rank Spells

Level 6

Priest Subclass feature

Level 7

Rank-Up You can now cast Expert Rank Spells

Level 8

Ability Score Increase

Level 9

Priest Subclass feature
Rank-Up You can now cast Master Rank Spells
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