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 |
page revision: 11, last edited: 26 Feb 2023 17:48