Priests use the Cleric class features from 5E with the following change:
- They have d6s as hit dice instead of d8s.
- They are not proficient with any armor and only with simple weapons.
Discipline
Discipline Domain Spells
You gain domain spells at the cleric levels listed in the Discipline Domain Spells table. See the Divine Domain class feature for how domain spells work.
Discipline Domain Spells
Priest Level | Spells |
---|---|
1st | inflict wounds, power word: shield✦ |
3rd | aid, penance✦ |
5th | pain suppression✦, spirit guardians |
7th | death ward, shining force✦ |
9th | flame strike, hold monster |
Revel in Purity
When you choose this domain at 1st level, you gain the smite✦ cantrip if you don't already know it. And you can add your Wisdom modifier to the damage of it.
Atonement
At 1st level, you are able to heal those around as you burn the wicked. Whenever you use a spell of 1st level or higher to restore hit points to a creature or give them temporary hit points, that creature gains Atonement. Atonement lasts for a number of rounds equal to your Wisdom modifier (minimum of 1).
Whenever you deal radiant or necrotic damage to a creature, you gain a pool of healing equal to half the damage dealt. At the end of your turn, you can divide healing from this pool among creatures with Atonement that are within 30 feet of you.
Channel Divinity: Radiance
At 2nd level, you are able to use your Channel Divinity to bolster your allies. As an action, you present your holy symbol and release a burst of radiant light. Chose any creatures you can see within 30 feet of you. Each creature recovers hit points equal to 1d6 + your priest level and gains Atonement.
Sins of the Many
Beginning at 6th level, you can enhance your spells through the presence of your allies. Whenever you cast a spell of 1st level or higher that deals radiant or necrotic damage, the spell gains a +1 bonus to damage for each creature within 15 feet of you with Atonement.
Schism
Starting at 8th level, you are able to bring about terrible curses on the souls of the wicked. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed until the end of your next turn. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- When you deal damage to the target, you deal additional damage equal to your proficiency bonus
- When gaining healing for your Atonement feature from damage against the target, you gain additional healing equal to your Wisdom modifier.
Once you use this feature, you must finish a short or long rest before using it again unless you expend a spell slot of 3rd level or higher to use it again.
Power Word: Barrier
At 17th level, you can call down a barrier made of pure holy light to protect your allies and burn your foes. As an action, choose a point you can see within 30 feet. A divine barrier extends from the point in a 15 foot radius.
When a friendly creature is standing within the barrier and takes damage, that damage is reduced by an amount equal to your Wisdom modifier (minimum of one). When a friendly creature starts their turn within the barrier, they gain Atonement.
When a hostile creature starts their turn within the barrier, they take radiant damage equal to your Wisdom modifier (minimum of one).
This barrier lasts for a number of rounds equal to your Wisdom modifier (minimum of one). Once you use this feature, you cannot use it again until you finish a long rest.
Holy
Holy Domain Spells
You gain domain spells at the cleric levels listed in the Holy Domain Spells table. See the Divine Domain class feature for how domain spells work.
Holy Domain Spells
Priest Level | Spells |
---|---|
1st | cure wounds, renew✦ |
3rd | lesser restoration, prayer of mending✦ |
5th | binding heal✦, revivify |
7th | guardian of faith, shining force✦ |
9th | guardian spirit✦, mass cure wounds |
Echo of Light
Beginning at 1st level, your healing spells have a lingering effect of those you heal. Whenever you use a spell of 1st level or higher to restore hit points to a creature, that creature regains an additional 1d4 hit points at the start of their next turn. This healing does not occur after a creature is healed by an ongoing effect from a spell.
The healing of your Echo of Light increases by 1d4 at 6th level (2d4), 8th level (3d4), and 14th level (4d4).
Angelic Feathers
At 1st level, you are able to bless the ground beneath your allies feet. When you see a friendly creature move on their turn, you can use your reaction to place a blessed feather beneath their feet as long as they are within 30 feet of you. The creature gains an additional 10 feet of movement and can take the dash action as a bonus action until the end of their turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Channel Divinity: Divine Hymn
Starting at 2nd level, you are able to use your Channel Divinity to channel a divine hymn to restore life to those in need.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30 feet of you, and divide those hit points among them.
Divine Star
At 6th level, you are able to send a bolt of radiant light out to heal your allies and strike down your enemies. As an action, you create a bolt of holy light that fires in a line 30 feet long and 5 feet wide in a direction you choose.
As the bolt passes through a friendly creature, that creature regains hit points equal to half your priest level. Enemy creatures the bolt passes through must make a Dexterity saving throw, taking radiant damage equal to half your priest level on a failed save or half as much damage on a success.
At the end of your turn, the bolt returns to you, healing and damaging creatures in the same way it did as it traveled away from you.
Once you use this feature, you must finish a short or long rest before using it again unless you expend a spell slot of 3rd level or higher to use it again.
Leap of Faith
Starting at 8th level, you can use your connection to the light to better control the battlefield. As a reaction when you see a creature get attacked or included within an area of effect, you cause divine energy to wrap around the target as long as it is no larger than Large and within 60 feet. The light pulls the target to an unoccupied space within 5 feet of you.
If the creature is unwilling, it makes Wisdom saving throw. On a success, it isn't pulled.
Once you use this feature, you must finish a short or long rest before using it again.
Miracle Worker
At 17th level, you are able to channel divine miracles into your magic. If you would normally roll one or more dice to restore hit points, you instead use the highest number possible for each die.
Shadow
Shadow Domain Spells
You gain domain spells at the cleric levels listed in the Shadow Domain Spells table. See the Divine Domain class feature for how domain spells work.
Shadow Domain Spells
Priest Level | Spells |
---|---|
1st | mind flay✦, shadow word: pain✦ |
3rd | hold person, mind spike |
5th | mind sear✦, vampiric touch |
7th | evard's black tentacles, shadow word: death✦ |
9th | dominate person, shadow crash✦ |
Void Touched
At 1st level, you learn the chill touch cantrip. When you cast a cantrip that deals necrotic or psychic damage and normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Entropic Link
Additionally at 1st level, you are able to mark creatures with void magic. When you deal necrotic or psychic damage to a creature within 60 feet of you, you can use your bonus action to mark the target with an Entropic Link. The link lasts for 1 minute or until the creature or you dies. Once per turn, when you deal necrotic or psychic damage to a creature within 30 feet of the target, you can cause the link to deal damage to the marked creature equal to your proficiency bonus. The damage type is the same as the triggering damage.
Once you use this feature, you cannot use it again until you finish a short or long rest unless you expend a spell slot of 1st level or higher to use it again.
Channel Divinity: Void Form
Starting at 2nd level, you are able to use your Channel Divinity to call to the void. As a bonus action, you clutch your holy symbol and become shrouded in a writhing dark energy. While in this form, you gain the following benefits:
- You gain resistance to necrotic and psychic damage.
- Once per turn, when you deal necrotic or psychic damage, you deal additional damage equal to you priest level.
- When you deal necrotic or psychic damage with a spell, it ignores resistances.
At the end of each of your turns, you must succeed on a DC 10 Wisdom saving throw, or Void Form ends and you take psychic damage equal to half of your hit point maximum. This damage cannot be reduced or prevented. The DC to remain in Void Form increases by 1 for each turn the form lasts.
Dispersion
At 6th level, you can channel void magic to slip away from harm and mend your wounds. If you would take damage, you can use your reaction to slip into a space between your current plane and the void. When you use this feature, you regain hit points equal to your priest level and gain resistance to all damage until the start of your next turn.
Once you use this ability, you can't use it again until you finish a long rest.
Shadowy Apparitions
Starting at 8th level, you are able to siphon magic from the void to protect yourself. Whenever you deal necrotic or psychic damage to a creature with a spell of 1st level or higher, you create a Shadowy Apparition of yourself that floats around you for 1 minute. You can have up to 3 apparitions active at once, and they function identically to the mirror image spell.
Additionally, as a bonus action when you deal necrotic or psychic damage to a creature, you can cause one of the apparitions to float towards the target. The apparition deals necrotic or psychic damage (your choice) to the target equal to half your priest level. This consumes the apparition.
Surrender to Madness
At 17th level, the void has answered. When you enter Void Form with your Channel Divinity, you can call upon the eldritch knowledge of the void to gain maddening power. When you use this feature, you gain the following benefits in addition to the ones Void Form already provides.
- You gain temporary hit points equal to your priest level. These temporary hit points remain until Void Form ends.
- When you cast a spell that deals necrotic or psychic damage, it is considered 1 level higher than the spell slot you used to cast it.
- When you would roll dice to deal necrotic or psychic damage, you can instead use the highest number possible of each die.
The DC to stay in Void Form is increased by 5 when you use this feature and the psychic damage you suffer is now equal to your hit point maximum.
Once you use this feature, you cannot do so again until you finish a long rest.
Spells
Smite
Evocation cantrip
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S
- Duration: Instantaneous
You call a gleeming bolt of light to hurl towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mind Flay
1st-level necromancy
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: 1 Minute (c)
You channel a dark beam of corrupted energy at a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 psychic damage. On each of your turns for the duration, you can use your action to deal 1d10 psychic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
When a creature is damaged by this spell, its speed is reduced by half until the end of its next turn.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.
Power Word: Shield
1st-level abjuration
- Casting Time: 1 Bonus Action
- Range: 15 Feet
- Components: V
- Duration: 1 Round
You call upon the light to shield a creature you can see within range. As long as the target has 1 hit point, they gain temporary hit points equal to 1d6 + your Wisdom modifier. These temporary hit points last until the start of your next turn.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the creature gains an additional 1d6 temporary hit points for each slot level above 1st.
Renew
1st-level evocation
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S
- Duration: 1 Round
A creature of your choice that you can see within range regains 1d4 hit points as holy light flurries around them. At the start of the target creatures next turn, it heals for a number of hit points equal to your Wisdom modifier.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shadow Word: Pain
1st-level necromancy
- Casting Time: 1 Bonus Action
- Range: 30 Feet
- Components: V
- Duration: 1 Minute (c)
You cause crippling pain to rack the body of a creature you can see within range. At the start of each of the creature's turns, if they have taken necrotic damage since their last turn, they suffer 1d8 necrotic damage. Damage from this spell does not count towards the check for necrotic damage since last turn.
At the end of each of the targets turns, they can make a Constitution saving throw, ending the effects of the spell on a success.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Penance
2nd-level evocation
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S
- Duration: Instantaneous
You channel 2 bolts of holy light toward a creature within range. The bolts must both target the same creature. These bolts can either damage or heal a creature.
To deal damage, make a ranged spell attack for each bolt against a creature in range. On a hit, the creature takes 2d10 radiant damage for each bolt they are hit with.
When healing a creature, each bolt restores 1d10 hit points.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you fire one additional bolt for each slot level above 2nd.
Prayer of Mending
2nd-level evocation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: 1 Minute (c)
You infuse a creature you touch with a protective holy beacon. While the spell lasts, after the creature next takes damage, they recover hit points equal to 1d6 + your Wisdom modifier. After this healing, the spell jumps to a random friendly creature within 30 feet that has not received healing from this casting of the spell yet.
This spell can heal up to 3 creatures over its duration.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the healing is increased by 1d6 for each slot level above 2nd.
Binding Heal
3rd-level evocation
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S
- Duration: Instantaneous
You weave a strand of holy light linking you with two other creatures. Choose two creatures within range of the spell. You can divide healing between you and the two creatures equal to 3d10 + your Wisdom modifier.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the healing is increased by 1d10 for each slot level above 3rd.
Mind Sear
3rd-level necromancy
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: 1 Minute (c)
You channel a pulsing beam of corrupted energy at a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 3d10 psychic damage. On each of your turns for the duration, you can use your action to deal 2d10 psychic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Whenever this spell deals damage to a creature, creatures of your choice within 5 feet of the target take psychic damage equal to your Wisdom modifier.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each slot level above 3rd. The damage dealt to creatures within 5 feet of the target also increases by 1 for each slot level above 3rd.
Pain Suppression
3rd-level abjuration
- Casting Time: 1 Bonus Action
- Range: 60 Feet
- Components: V, S
- Duration: 1 Round
You summon divine magic to protect an ally within range. The target gains temporary hit points equal to 2d10 + your Wisdom modifier and gains resistance to all damage until the start of your next turn.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points are increased by 1d10 for each slot level above 3rd.
Shadow Word: Death
4th-level necromancy
- Casting Time: 1 Reaction
- Range: 60 Feet
- Components: V
- Duration: 1 Round
You cause void tendrils to grasp at a creature in an attempt to snuff out their life. When a creature you can see within range takes damage, you can use your reaction to cast this spell on them. The target takes necrotic damage equal to 4d10 + your priest level. If the target is not reduced to 0 hit points from this damage, you suffer half as much damage.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Shining Force
4th-level abjuration
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: 1 Round
You create a streaking beam of light and call it down to protect a creature within range. The target gains temporary hit points equal to 1d10 + your Wisdom modifier. Each creature of your choosing within 5 feet of the target must make a Strength saving throw. On a failed save, a creature takes 3d10 radiant damage and is pushed away from the target 10 feet. On a success, a creature takes half as much damage and is not pushed.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Guardian Spirit
5th-level evocation
- Casting Time: 1 Reaction
- Range: 30 Feet
- Components: V, S
- Duration: 1 Round
You imbue a creature with a holy spirit to protect them from harm. If a creature you see is reduced to 0 hit points, you can use your reaction to cast this spell on them. The spirit instantly restores hit points equal to 3d8 + you Wisdom modifier and then remains with the creature until the end of your next turn. Until the spell ends, the creature regains the maximum number of hit points possible from any healing they receive and makes all saving throws at advantage.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the healing is increased by 1d8 for each slot level above 5th.
Shadow Crash
5th-level necromancy
- Casting Time: 1 Action
- Range: 60 Feet (20 ft.)
- Components: V, S
- Duration: 1 Minutes (c)
You cause a writhing necrotic mass of void magic towards a point you can see within range. Creatures within 20 feet of the location must make a Constitution saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much on a success. A creature that fails their saving throw is also effected by the Shadow Word: Pain spell.
You can concentrate on multiple versions of Shadow Word: Pain as long as they originated from this spell and the damage from this spell trigger's the spells effect.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage is increased by 1d8 for each slot level above 5th.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Protective Light
Prerequisite: 5th level
Whenever you restore hit points or give temporary hit points to a creature, the next time they take damage it is reduced by an amount equal to half your proficiency bonus (rounded up).
Evangelism
Prerequisite: 5th level, Discipline Domain
As a bonus action, you can cause the duration of Atonement on all creatures within 20 feet of you to extend a number of rounds equal to your proficiency bonus.
Once you use this talent, you must finish a short or long rest before you use it again.
Prismatic Echoes
Prerequisite: 5th level, Holy Domain
Your Echo of Light feature heals one additional time before it expires. Additionally, whenever a creature recovers hit points from your Echo of Light feature, another creature of your choice within 5 feet of that creature recovers half as many hit points.
Misery
Prerequisite: 5th level, Shadow Domain
You can add your Wisdom modifier to the damage of your cantrips that deal necrotic or psychic damage. Additionally, the range of your Void Touched feature is extended to 10 feet from each other.
Twist of Fate
Prerequisite: 10th level
When you deal damage or restore hit points to a creature with less than half their maximum hit points, you can deal additional damage or restore additional hit points equal to your proficiency bonus.
You can use this talent a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Malicious Intent
Prerequisite: 10th level, Discipline Domain
When you deal damage to a creature affected by your Schism feature with a spell of 1st level or higher, the spell deals damage as if it had been cast 1 level higher than it was, to a maximum of 5th level.
Body and Soul
Prerequisite: 10th level, Holy Domain
Allies moved with your Leap of Faith feature gain temporary hit points equal to your priest level and can use their reaction to make an attack against a creature within reach. Until the end of their next turn, they gain an extra 10 feet of movement, and can take the dash action as a bonus action.
Intangibility
Prerequisite: 10th level, Shadow Domain
If you take damage that reduces you to 0 hit points but does not kill you outright, your Dispersion feature activates. If your Void Form feature is active, it ends as if you had failed the saving throw. This talent can activate even if you have already used your Dispersion feature since your last long rest.
Once you use this talent, you cannot use it again until you finish a long rest.
Power Infusion
Prerequisite: 15th level
You can use your action to infuse yourself and a creature within 30 feet of you with divine power. Until the end of your next turn, you and a creature you can see within 30 feet gain the benefits of the haste spell with no lethargy when the effect ends. A creature can only benefit from this talent once per short rest.
Once you use this talent, you must finish a long rest before using this talent again unless you expend a spell slot of 6th level or higher to use it again.
Light's Wrath
Prerequisite: 15th level, Discipline Domain
As an action, you call down a bolt of holy fire. Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the creature takes 5d10 radiant damage. The creature takes an additional 1d10 radiant damage for each creature within 30 feet of it that has atonement.
Once you use this talent, you must finish a long rest before using this talent again unless you expend a spell slot of 6th level or higher to use it again.
Divine Image
Prerequisite: 15th level, Holy Domain
As a bonus action, you can summon the spectral image of a Naaru until the end of your next turn. Whenever you cast a spell of 5th level or lower that restores hit points or provides temporary hit points is also cast by the Naaru, but 1 level lower (to a minimum of 1).
Once you use this talent, you must finish a long rest before using this talent again unless you expend a spell slot of 6th level or higher to use it again.
Idol of the Old Ones
Prerequisite: 15th level, Shadow Domain
When you enter Void Form, you can choose to invoke an idol of one of the Old Gods for power. The DC to remain in Void Form increases by 1 and you gain the following benefits until it ends:
- When you force a creature to make a saving throw, you can use your reaction to roll 1d6 and subtract it from their saving throw.
- You automatically gain up to 3 Shadowy Apparitions. Apparitions now deal damage equal to your priest level.
- Whenever you deal necrotic damage, you or a creature within 10 feet of you regain hit points equal to your Wisdom modifier.
- Whenever you deal psychic damage, you or a creature within 10 feet of you gains temporary hit points equal to your Wisdom modifier.
Once you use this talent, you must finish a long rest before using this talent again unless you expend a spell slot of 6th level or higher to use it again.