5e Homebrew Class - Priest/Priestess


Priestess


The priestess is a divine caster that devotes their life to studying the history of deities and divine magic. Through their work, they discover their calling through a type of divinity, and unlock the secrets that are hidden in old tomes. They discover ancient words of power which allow them to perform powerful rituals and acts that make them a powerful ally, or devastating foe. While more vulnerable than their stalwart relative, the cleric, their spells and abilities make up for their physical prowess--depending on their calling. 

Priestess leveling table

Level
Proficiency Bonus
Special
Cantrips
Known
1
2
3
4
5
6
7
8
9
Power Words
1
+2
Spellcasting, Divine Vocation
1
2
-
-
-
-
-
-
-
-
-
2
+2
Power words
1
3
-
-
-
-
-
-
-
-
2
3
+2
Vocation feature
1
4
2
-
-
-
-
-
-
-
2
4
+2
Ability score improvement
2
4
3
-
-
-
-
-
-
-
2
5
+3

2
4
3
2
-
-
-
-
-
-
2
6
+3
Vocation feature
2
4
3
3
-
-
-
-
-
-
3
7
+3

2
4
3
3
1
-
-
-
-
-
3
8
+3
Ability score improvement
3
4
3
3
2
-
-
-
-
-
3
9
+4

3
4
3
3
3
1
-
-
-
-
3
10
+4
Vocation feature
3
4
3
3
3
2
-
-
-
-
4
11
+4

3
4
3
3
3
2
1
-
-
-
4
12
+4
Ability score improvement
3
4
3
3
3
2
1
-
-
-
4
13
+5

3
4
3
3
3
2
1
1
-
-
4
14
+5
Vocation feature
4
4
3
3
3
2
1
1
-
-
4
15
+5

4
4
3
3
3
2
1
1
1
-
5
16
+5
Ability score improvement
4
4
3
3
3
2
1
1
1
-
5
17
+6

4
4
3
3
3
2
1
1
1
1
5
18
+6
Vocation feature
4
4
3
3
3
3
1
1
1
1
5
19
+6
Ability score improvement
4
4
3
3
3
3
2
1
1
1
5
20
+6
True Calling
4
4
3
3
3
3
2
2
1
1
6

Hit Points

Hit Dice: 1d6 per priestess level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per priestess level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from:
Arcana, Deception, History, Insight, Investigation, Medicine, Persuasion, and Religion

Equipment

(a) a quarterstaff or (b) a dagger
(a) a scholar's pack or (b) a priest's pack or (c) an explorer's pack
a component pouch and a holy symbol
A spellbook
Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.

Spellcasting

Cantrips
At 1st level, you know one cantrip of your choice from the Priestess spell list, plus two learned from your divine vocation. You learn additional Priestess cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priestess table.

Your Spellbook
At 1st level, you have a spellbook containing four 1st-level Priestess spells of your choice, and two from your divine vocation. Your spellbook is the repository of the priestess spells you know.

Adding New Spells
When you find a priestess spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

Preparing and Casting Spells
The Priestess table shows how many spell slots you have to cast your priestess 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 priestess spells that are available for you to cast. To do so, choose a number of priestess spells from your spellbook equal to your Intelligence modifier + your priestess level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your priestess spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a priestess spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting
You can cast a priestess spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use a divine focus as a spellcasting focus for your priestess spells.

Vocation spells
The priestess automatically learns spells and records them into their spellbook at levels at which they are able to cast the appropriate spell level and count as having these spells prepared each day. These spells are associated with their Vocation, noted in the Vocations section. (Note: Spells in italics are added to the priestess’ spellbook, but are not automatically prepared each day)

Learning Spells of 1st Level and Higher
Each time you gain a priestess level, you can add two priestess spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Priestess table. On your adventures. you might find other spells that you can add to your spellbook.



Power words

At first level, the priestess’ base of knowledge allows them to learn specialties in words. When the word is spoken, a powerful effect evokes based on which word it is. They learn one word at 2nd level, and learn additional words as they grow in power, noted in the table above. The priestess may speak each of their known power words once and recover the use of these abilities after a short or long rest.

The priestess may also spend a first level spell slot as a bonus action to use of their chosen power word. If they expend a spell slot of a higher level, they increase the power of the word as noted in their descriptions below. (Note: some power words may be restricted from certain vocations, subject to DM discretion)

The first time the priestess casts their power word, it is performed at full power as if they sacrificed the highest spell slot they have. While sacrificing spell slots, they perform at its base level plus the added slot benefits as noted below.

They may choose one of the following words:

Power word: Corrupt
Speaking this word as an action, the priestess grants a condition of blinded, charmed, deafened, fatigued, or poisoned to a target within 30 ft. for three rounds. The duration of this power word increases by 1 round for each spell slot above first. If the priestess expends a spell slot of 3rd level or higher, the target has disadvantage on the saving throw.  If the priestess expends a spell slot of 5th level or higher, the duration increases to minutes. If the priestess expends an 7th level spell slot, the duration is permanent.

Power word: Decay
Speaking this word as an action, the priestess deals 3d8 necrotic damage to a creature within 30 ft. of them. The target gains a constitution saving throw for half damage. If the priestess expends spell slots to cast this power word, the damage is increased by 1d8 per spell level above first.

Power word: Drain
Speaking this word as an action, the priestess deals 1d6 necrotic damage + her intelligence modifier to a creature with a melee spell attack. The priestess heals for the damage done. For each spell slot the priestess spends above first, they deal 1d6 additional necrotic damage.

Power word: Growth
Speaking this word as an action, the priestess grants a target with in 30 ft. advantage on one from of saving throws and ability checks associated with that attribute for one minute. If the priestess expends spell slots to use this word, they increase the duration of this word by 1 minute per slot level above first. If they expend a slot above 5th, they may choose one additional attribute to enhance.

Power word: Radiance
Speaking this word as an action, the priestess restores 1d6 hit points + the priestess’ intelligence modifier split between creatures within 30 ft. of her, and the light level within the range increases by 1 for 1 round. This healing and light duration increases by 1d6 and 1 round for every 2 levels following 2nd. They may split these hit points between multiple creatures. If the priestess expends spell slots, the healing of this ability is equal to 1d6 + her intelligence modifier. This healing and the duration of light increases by 1d6 and 1 round per spell slot above first.
(Unallowed vocations: Void, Darkness, Death)

Power word: Shield
Speaking this word as a reaction, the priestess increases the AC of a target within 30 ft. by 4 before an attack is confirmed. If the priestess expends spell slots, the AC bonus increases by half of the spell slot spent.

Power word: Shroud
Speaking this word as a reaction, the priestess causes a target within 30 ft. to be enshrouded in shadows. All creatures targeting this shrouded individual take disadvantage on attack rolls for one minute. The duration increases by 1 minute for every slot level above first. If they expend a slot of 7th level or higher, they may instead make the duration one minute, but cause their being to be so enshrouded that the disadvantage heightens to rolling three times and taking the lowest result.

Power word: Smite
Speaking this word as an action, the priestess deals 3d8 radiant damage to a creature within 30 ft. of them. The target gains a reflex saving throw for half damage. If the priestess expends spell slots to cast this power word, the damage increases by 1d8 per spell level above first. If the target is a fiend or undead, the target gains disadvantage on all rolls for 1 round if they fail their saving throw.

Divine Vocation
At second level, the priestess chooses a divine path which they study. This grants them a feature at first level, and additional features at 3rd level, and every 3 levels following. The priestess chooses a vocation from the following list:

Vocation of Holy Power
Vocation of Discipline
Vocation of Nature
Vocation of the Elements
Vocation of Time
Vocation of the Stars
Vocation of Darkness
Vocation of Blood
Vocation of Death
Vocation of the Void

Ability Score Improvement
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.

True Calling
At 20th level, the priestess finds the true calling within their vocation. All vocation spells are counted as prepared each day, and they can cast each once without consuming spell slots. These bonus casts count as spell slots for the purposes of power words. Spell attack rolls with power words have advantage and saving throws from power words are made at disadvantage.



Divine Vocations



Vocation of Holy Power


Level
Bonus Spells
Cantrips
Light, Sacred Flame
1
Bless, Cure Wounds
2
Lesser Restoration, Prayer of Healing
3
Daylight, Mass Healing Word
4
Aura of Life, Guardian of Faith
5
Greater Restoration, Mass Cure Wounds
6
Heal
7
Divine Word
8
Holy Aura
9
Mass Heal

Devotion’s boon
At 1st level, a holy priestess is devout to holy energies, both in healing and helping the innocent, as well as smiting creatures of ill will. When healing hit point damage or dealing radiant damage, the holy priestess adds their level to the healing or damage done.

Surge of life
At 1st level, the holy priestess can bless one creature through one minute of concentrated meditation. If this creature is taken to 0 hit points, the individual is healed for the priestess’ level and has advantage on death saving throws for 1 minute following this occurrence. When the priestess takes a long rest, their blessing ends and the use of their blessing is restored. 

Cleansing touch
At 3rd level, the priestess can touch a creature who is suffering from a condition that grants a saving throw. The creature may make a new saving throw with advantage. The priestess may option to make the saving throw for the creature instead. If they fail this save, the priestess takes the condition from the creature for the remaining duration. This may be used twice per short or long rest.

Leap of Faith
At 6th level, the holy priestess may choose a creature within 30 ft. to make a leap of faith. The creature sprouts incorporeal wings, and rushes toward the priestess, landing adjacent to them. This movement does not provoke reactions from other creatures. This may be used once per short or long rest.

Prayer of Mending
At 10th level, the priestess grants a prayer of mending to a creature within 60 ft. When this creature takes hit point damage, they heal 1d8 hit points + the priestess’ intelligence modifier. After this healing resolves, the prayer jumps to a random ally of the priestess within 30 ft. If no ally is in range, it remains on that creature. This continues until the prayer has jumped a number of times equal to the priestess’ level. This can be used once per short or long rest.

Shackle Undead
At 14th level, the priestess can choose one undead creature within 60 ft. and raise golden chains to shackle it. If the undead creature fails a reflex save, they are considered paralyzed for 1 minute. Each round at the end of the creature’s turn, they may make a new wisdom saving throw with disadvantage to free themselves from the shackles.

Divine Hymn
At 18th level, the priestess sings a hymn of divine energy. Creatures within 60 ft. of the priestess’ choice heal for the priestess’ level each round for one minute, and other creatures of her choice take the same as radiant damage. As this hymn continues, allies gain advantage on saving throws. If there are undead creatures or fiends present within 60 ft., they take have disadvantage on saving throws. They get a wisdom save to halve the damage and negate the disadvantage. This can be used once per long rest.



Vocation of Discipline



The discipline priest practices just that: disciplining those who defy order and the greater good. They aid those who are worthy of their gifts and punish those who are not.

Level
Bonus Spells
Cantrips
Friends, Word of Radiance
1
Command, Guiding Bolt
2
Hold Person, Zone of Truth
3
Dispel Magic, Spirit Guardians
4
Banishment, Wall of Fire
5
Flame Strike, Hold Monster
6
Harm
7
Force Cage
8
Power Word: Stun
9
Imprisonment

Atonement
The discipline priest punishes those that defy the greater good and order, and grants boons to those who maintain it. First level onward, whenever the priestess deals damage with her spells, abilities, or power words, she grants the half as healing to creatures within 30 ft. of her, including herself. She may redistribute this healing however she pleases.

Penance
At 1st level, the holy priestess may send out bolts as the magic missile spell, except with radiant damage. This ability acts as if it is cast at the highest-level spell slot she has the ability to use. This ability can be used once per short or long rest, and they may consume spell slots as a bonus action to cast penance, acting as magic missile of the appropriate level, with radiant damage.

Intimidating Paragon
At 3rd level, the discipline priest naturally unsettles creatures who have sinned. The priestess gains proficiency in intimidation checks, or expertise if they are already proficient. Once per short or long rest, they may make a religion check against a DC equal to the target’s wisdom score to grant advantage on an intimidation check.

Divine Judgement
At 6th level, the priestess can add the effects of the command spell onto a spell they are currently casting, as a bonus action. The creature only makes the original spell’s saving throw, or command’s saving throw if the original spell does not allow one. They can do this once per short or long rest, or they can consume additional spell slots, with the proper effect for the command’s slot used.

Resolute
As paragons of justice, the discipline priestess is resilient and unwavering. At tenth level, they gain advantage on charmed, frightened, and fatigue saving throws.

Purge the Wicked
At 14th level, the priestess can burn a target within 30 ft. with divine fire, dealing radiant damage equal to their level + their intelligence modifier each round for one minute. Each round, the target gets a wisdom saving throw to negate the damage. Each time they fail their saving throw, they are also frightened.

Barrier of Atonement
At 18th level, the discipline priest protects the devout, and keeps out the unworthy. Once per long rest, they create a barrier of divine energy that spans a 30 ft. radius, granting all creatures they deem worthy resistance to all damage and advantage on all saving throws for one minute, and forcing creatures they deem unworthy out of the barrier. If an unworthy creature fails a wisdom saving throw, they are forced outside the barrier, directly away from the priestess. This movement does not provoke reactions. If a creature who was forced out, or is unworthy, attempts to enter the barrier, they may make a new wisdom saving throw. Each round an unworthy creature remains, they take damage equal to the priestess’ level + their intelligence modifier and disadvantage on all rolls.





Vocation of Nature



Level
Bonus Spells
Cantrips
Druidcraft, Thorn Whip
1
Entangle, Goodberry
2
Barkskin, Web
3
Speak with Plants, Stinking Cloud
4
Blight, Guardian of Nature
5
Commune with Nature, Wrath of Nature
6
Wall of Thorns
7
Whirlwind
8
Earthquake
9
Storm of Vengeance

Body of Nature’s Might
At first level, the priestess’ connection to nature enhances her body beyond others. Her blood strengthens, scales and bark grow across her skin, and vines wrap around her. Her AC increases to 13 + their dexterity modifier, she gains proficiency in constitution saving throws and nature checks, and her hands extend to sharp claws that deal 1d4 slashing damage. She may make an attack with her other claw with a bonus action.

Natural healing
At 1st level, whenever the priestess takes a short rest, she heals for her level + her intelligence modifier on top of the healing normally gained without having to make a check.

Poison Claws
At 3rd level, the priestess can draw her power of nature into her claws, causing them to poison the next target she strikes. This deals additional poison damage equal to 1d6 + her intelligence modifier and poisons the target for one minute. If they pass their saving throw, the target is only poisoned for one round, and takes half the poison damage. She also gains resistance to poison damage and poison saving throws. This can be used three times, at which her poison is spent until she takes a short or long rest.

Speak with Nature
At 6th level, the priestess can cast speak with animals and speak with plants without consuming spell slots. Once they cast each spell, they cannot use it again until they finish a short or long rest. In addition, their movement is unhindered by natural terrain.

Feral Mind
At 10th level, the priestess can go into a feral mindset for one minute, gaining advantage on attack rolls with her claws, and rolls the damage dice twice when she strikes. She also has advantage on athletic checks, acrobatics checks, and intimidation checks. During this time, the priestess cannot cast spells. She may end this mindset early, but the remaining duration is wasted. She cannot go into a feral mindset again until she takes a short or long rest. In addition to this, the priestess gains proficiency in survival checks, if she is not already proficient.

Call Vines
At 14th level, the priestess may call vines that form around a 20 ft.-radius area for one minute, entangling all creatures she chooses. These vines grapple enemies, using an athletics check equal to the priestess’ proficiency bonus plus her intelligence modifier. If the vines fail, they still cause difficult terrain. If the priestess is in a natural environment, the vines gain advantage on their athletics checks. The priestess may call upon vines once, and cannot again until she finishes a short or long rest.

Evolved
At 18th level, the priestess’ body becomes a force of nature. The priestess’ AC increases to 15 + their dexterity modifier, and they gain twice their proficiency bonus on athletics as well as acrobatics checks, and constitution saving throws. This does not stack with other expertise bonuses.

They are immune to poison damage and the poisoned condition, their poison damage increases by 2d6, and creatures have disadvantage against their poison. Their land speed increases by 10 ft., their claw damage increases to 1d6, and they can attack with each claw twice during an attack action.


Vocation of the Elements



Level
Bonus Spells
Cantrips
Frostbite, Fire Bolt
1
Earth Tremor, Thunderwave, Absorb Elements
2
Acid Arrow, Scorching Ray
3
Fireball, Lightning Bolt
4
Conjure minor elementals, Ice Storm
5
Cone of Cold, Conjure Elemental
6
Chain Lightning
7
Fire Storm
8
Tsunami
9
Meteor Swarm

Elemental Attunement
At first level, the priestess can attune themselves to a specific element of air (lightning), earth (acid), fire (fire), or water (cold) through 1 minute of focused meditation. While attuned to an element, she deals additional damage on spells and abilities with that element equal to her level. She also gains advantage on saving throws against effects using that element or associated energy type.

Arcane Knowledge
Due to her study of the elements, at first level the elemental priestess naturally learns more of the arcane side of magic. She gains proficiency in arcana checks.

Elemental Blast
At 3rd level, the priestess can form any power word that deals hit point damage into the energy type of which she is currently attuned.

Elemental Empowerment
At 6th level, the priestess can empower one individual within 30 ft. with elemental might for one minute. Depending on the element chosen, this manifests with different effects but must be the element to which they are currently attuned. The priestess can use this ability once until they take a short or long rest. At 10th, 14th, and 18th level, they can empower one additional creature when this ability is used with the same element.

Air: The target gains resistance to electricity damage, a +10 ft. bonus to their movement speed, and deals 1d6 electricity damage on their weapon attacks.

Earth: The target gains resistance to acid and electricity damage, as well as non-magical slashing, piercing, and bludgeoning damage.

Fire: The target gains resistance to fire and cold damage, and deal 1d6 additional fire damage on weapon attacks, and can breathe normally in smoke-heavy environments.

Water: The target gains resistance to cold and fire damage, gains a swim speed of 30 ft., can breathe underwater, and can attack unhindered in water.

Elemental Fusion
At 10th level, the priestess can fuse elements together to empower them. When casting a spell or an ability with an energy type, they can add their current attunement energy type to the spell. If the creature is resistant to one of the energy types but not the other, the ability or spell bypasses the resistance. If the creature is resistant to both, the resistance is halved (to three-quarters damage). This can be used twice, after which they cannot fuse elements until they take a short or long rest.

Elemental Resistance
At 14th level, the priestess is resistant to acid, cold, electricity and fire damage. If she succeeds on a saving throw against a spell dealing energy damage that deals half damage on a successful save, she takes no damage instead.

Elemental Master
At 18th level, the priestess is always considered attuned to all four elements.






Vocation of Time



Level
Bonus Spells
Cantrips
Guidance, Mending
1
Expeditious Retreat, Shield
2
Aid, Augury
3
Haste, Slow
4
Dimension Door, Divination
5
Legend Lore, Wall of Force
6
Disintegrate
7
Teleport
8
Mind Blank
9
Time Stop

Foresight
At first level, the priestess rolls two d20s after a long rest. This roll may be substituted for any roll until they take a long rest, but it must be substituted before a roll is made. At 10th and 18th level, they roll one additional d20.

Temporal Displacement
At first level, the priestess can send one creature back in time one round. The creature can either have their placement or status changed. When used, the creature either is teleported to the place which they stood one round prior, or their status (hit points, conditions) returns to what it was the previous round. Unwilling targets gain a charisma saving throw against this effect. This can be used once per short or long rest.

Knowledge of the Ages
At 3rd level, the priestess becomes proficient in history checks, or expertise if she is already proficient.

Temporal Spell
At 6th level, when the priestess casts a spell that targets one creature, they can apply an effect to the target mimicking either the haste or slow spell for one round. The slowing effect occurs if the target fails the original spell’s saving throw or must make a wisdom saving throw to resist the slow if the spell had no saving throw. This ability can be used twice, after which she cannot until she takes a short or long rest.

Ageless
At 10th level, the priestess ages three times slower than those of her race. In addition, she can alter her appearance to match her age at any point within her life span as if using the alter self spell. This can be changed at will using an action.  

Alacrity
At 14th level, the priestess can choose a target as a bonus action, and either quicken or slow an effect on them. She may make a condition or beneficial effect pass each round of duration as if a number of rounds equal to 1 + her intelligence modifier have passed. They may instead choose to maintain a condition or beneficial effect for 1 round without using its current duration. Unwilling targets gain a charisma saving throw against this effect. This ability may be used on three effects as many times as she wishes, until she takes a short or long rest.

Timeborn
At 18th level, the rules of time no longer apply to the priestess. She becomes truly ageless and can alter her age at any time, and no longer acts as a spell. She does not age if she does not wish to. She becomes immune to all effects that alter time and aging, or transmutation effects such as the slow spell, unless she chooses to be affected.



Vocation of the Stars



Level
Bonus Spells
Cantrips
Dancing Lights, Prestidigitation
1
Color Spray, Sleep
2
Locate Object, Moonbeam
3
Hypnotic Pattern, Fly
4
Arcane Eye, Locate Creature
5
Dream, Commune
6
Sunbeam
7
Crown of Stars
8
Sunburst
9
Wish

Starborn
While exposed to the night sky, the priestess’ proficiency bonus increases by 1.

Starry eyes
At first level, the priestess gains darkvision out to 60 ft., but sees with color despite the lack of light. Due to the piercing beauty of their eyes, they gain proficiency in persuasion checks. At 10th level, the priestess is immune to all brightness-based blindness effects.

Starsurge
At 3rd level, the priestess can shoot a surge of astral energy at a target, which can soothe or strike them. This either heals a target for 1d8 + the priestess’ intelligence modifier in hit points, or deals the same as radiant damage. In either case, the priestess must make a spell attack roll. A willing target counts as having an AC of 10.  The damage and healing of starsurge increases by 1d8 at 5th, 10th, and 20th level. This may be used twice per short or long rest.

Awesome Display
At 6th level, the priestess can create an awe-inspiring display of starlight in a 30 ft.-radius above her, raising the light level by 1 within the area for one minute. Creatures that can see the display must make a wisdom saving throw or be charmed for the duration, as long as the priestess concentrates on the display. Creatures not within the radius have advantage on their saving throw. Once created, the priestess cannot create another display until they take a long rest.

Guiding Stars
At tenth level, while exposed to the night sky, the priestess is able to cast locate object and locate creature at will. They can also determine which way is north, and their location without needing to make a check.

Starfall
At 14th level, if the priestess is exposed to the night sky, they can call down astral might upon a number of creatures equal to her level within 60 ft. This power deals radiant damage equal to her level + her intelligence modifier, and they are blinded for one minute. Creatures struck gain a constitution saving throw to negate the blinding effect. The priestess may use this once per short or long rest.

Shooting Star
At 18th level, the priestess may bestow a mighty blessing of the stars upon one creature, granting them advantage on all d20 rolls for one minute. This may be used once per long rest, and only while exposed to the night sky.



Vocation of Darkness



Level
Bonus Spells
Cantrips
Minor Illusion, Thaumaturgy
1
Silent Image, Magic Missile
2
Invisibility, Darkness
3
Gaseous Form, Major Image
4
Greater Invisibility, Phantasmal Killer
5
Mislead, Seeming
6
Programmed Illusion
7
Project Image
8
Maddening Darkness
9
Weird

One of Darkness
At first level, the priestess gains 120 ft. darkvision, and gains proficiency in stealth checks.

Shadowform
At first level, the priestess can enter a form of pure shadows for one minute. While in this form, creatures have disadvantage on attack rolls against the priestess while it is active. This may be used once per short or long rest.

Mind Blast
At 3rd level, the priestess can deliver a blow to the enemies very mind, dealing 2d8 + their intelligence modifier as psychic damage. This damage increases by 1d8 at 6th, 9th, 12th, 15th, and 18th level. The target may make a wisdom saving throw for half damage. If they fail the saving throw, the target has disadvantage on wisdom saving throws until the end of the priestess’ next turn. If the priestess uses this ability in shadowform, the creature has disadvantage against the initial saving throw. This ability may be used once per short or long rest.

Shadow Armament
At 6th level, the priestess may create a shadow weapon of her choice. This acts as shadow blade. If this weapon is wielded while in shadow form, it always has advantage. If it is wielded in darkness while in shadow form, targets must make a constitution saving throw or be stunned for one round when struck by the weapon. This weapon can be formed once per short or long rest.

Darksight
At 10th level, the priestess gains advantage on perception checks in areas of darkness.

Shadow Visions
At 14th level, the priestess can curse an individual to believe they are surrounded by enemies, causing them to have disadvantage on all attack rolls, skill checks, and ability checks for one minute. If cast while in shadow form, the target takes psychic damage each round this is active equal to the priestess’ level + her intelligence modifier. Each round, they get an intelligence saving throw to disbelieve the illusions and negate the psychic damage for one round. This may be used once per short or long rest.

Umbral Entity
At 18th level, while in shadow form, the priestess has advantage on all attack rolls, saving throws, skill checks, and ability checks. During this time, they also gain the see in darkness ability.



Vocation of Blood



Level
Bonus Spells
Cantrips
Infestation, Spare the Dying
1
Detect Poison and Disease, Ray of Sickness
2
Blindness/Deafness, Enhance Ability
3
Life Transference, Vampiric Touch
4
Compulsion, Stoneskin
5
Cloudkill, Telekinesis
6
Circle of Death
7
Regenerate
8
Feeblemind
9
True Polymorph

Blood is Power
At first level, the priestess becomes trained in forming life into power, or power into life. Whenever the priestess casts a spell dealing hit point damage, they can deal up to their character level in hit point damage to themselves to deal twice that as damage to the enemy. If a spell hits multiple creatures, the damage is split among them.

Blood is Life
At first level, the priestess can cast healing word or cure wounds on a creature that is not themselves at will. However, they deal the half the healing as necrotic damage to themselves. At 5th level, life transference grants additional hit points equal to the priestess' intelligence modifier, and these do not add to the damage taken by the spell.

Strong Blood
At 3rd level, while the priestess takes a short rest she heals additional hit points equal to her level. In addition, she gains proficiency in constitution saving throws.

Blood Knowledge
At 6th level, if the priestess has at least a drop of blood from a creature, she gains advantage on nature checks, medicine checks, and survival checks to identify and track the creature, as well as identify its weaknesses and condition both when the blood was taken and at present. While the priestess holds at least a small vial of the creature’s blood, the priestess can use the blood to cause the creature to take disadvantage on a saving throw against one of her spells. Once used, they can’t use blood to force a creature’s saving throw again until they take a short or long rest.

Forced Aid
At 10th level, the priestess can use the blood of creatures within 30 ft. of her to empower her spells and healing abilities as noted in blood is power and blood is life. She can also use the life of unwilling targets as a bonus action. These targets gain a constitution saving throw. If they succeed, their life is not taken, and the spell is not empowered, as well, the healing spell does not function.

Blood-bender
At 14th level, the priestess can take control of an individual’s movements and actions if the target fails a constitution saving throw. The priestess can spend her action to control this person’s move, bonus action, and action each round. They may use the target to spend their reaction, but the priestess does not get their own reaction if they do this. This ability requires concentration. This control lasts 1 minute, or until the target succeeds on a new saving throw, of which they may make one at the end of each of their turns. The priestess may use this ability once, after which she cannot until she finishes a short or long rest.

Life Master
The priestess becomes a master of life energies. The damage they take for the purposes of blood is power and blood is life is halved, and they may deal up to double their level as damage or double the healing of if they take the appropriate amount of damage. In addition, they may force targets within 60 ft. to aid them, rather than 30.


Vocation of Death



Level
Bonus Spells
Cantrips
Chill Touch, Toll the Dead
1
False Life, Inflict Wounds
2
Gentle Repose, Ray of Enfeeblement
3
Animate Dead, Speak with Dead
4
Death Ward, Shadow of Moil
5
Antilife Shell, Enervation
6
Create Undead
7
Finger of Death
8
Abi-Dalzim’s Horrid Wilting
9
Power word: Kill

Death’s Grasp
As an action, the priestess can control whether death takes an individual, or not. If a creature with 60 ft. is unconscious, she can instantly force it to take two failures on death saving throws, or two successes as an action. If a creature dies due to this, she gains temporary hit points equal to her level + her intelligence modifier. If a creature revives due to this, the target gains advantage on all d20 rolls for one round due to death’s boon.

Grave Resistance
At first level, the death priestess is proficient with constitution saving throws instead of wisdom. When taken to zero hit points, the priestess may make a constitution saving throw (DC 5+damage taken) to be left at 1 hit point instead, if they succeed.

Necromantic affinity
At 3rd level, when using perception or religion to perceive/sense undead or learn about them, the priestess gains advantage. Once per short or long rest, they can gain advantage on a charisma skill check dealing with intelligent undead.

Empowered Dead
At 6rd level, when the priestess raises undead, they gain additional hit points equal to half the priestess’ level (rounding up), and they gain half the priestess’ proficiency bonus (rounding up) to their damage rolls.

Necrotic Soul
At 10th level, the priestess becomes so used to decay and undeath, that it becomes a part of her very soul. She gains resistance to necrotic damage. Once per short or long rest, she can use her reaction to heal hit points instead of taking necrotic damage from a spell or ability.

Necromancer’s Morale
The priestess may gain advantage on one saving throw or spell attack roll as a bonus action or reaction, but only once per turn. They may do this a number of times equal to the number of undead they control. These uses are restored when the priestess takes a long rest.

Death itself
Whenever the priestess takes a creature to zero hit points, either themselves or an undead creature they control, they may choose to instantly kill the creature. The target gets one death saving throw with disadvantage. If they fail, they instantly die. Once per long rest, they may choose to do this on one creature at or below half their maximum hit points, except the target gets a constitution saving throw instead.


Vocation of the Void



The Void calls to the priestess, and this makes their mind more vulnerable to manipulation—however, it makes their body more resistant to corruption. They lose their proficiency in wisdom saving throws and gain proficiency in constitution saving throws instead.


Level
Bonus Spells
Cantrips
Eldritch blast, Infestation
1
Charm person, Dissonant Whispers
2
Crown of Madness, Suggestion
3
Bestow Curse, Fear
4
Charm Monster, Confusion
5
Contagion, Dominate Person
6
Mass Suggestion
7
Power Word Pain
8
Dominate Monster
9
Psychic Scream


Eldritch Corruption
At first level, the void priestess’ devotion to their studies of the Old Ones corrupts their very body, causing scales to form across their skin, and they manifest sharp claws. Their AC becomes 13 + their dexterity modifier, and they gain claw attacks that deal 1d4 points of slashing damage. They can attack with their second claw as a bonus action.

Eldritch Knowledge
At 1st level, the priestess can gain advantage on an intelligence check of their choice. However, afterward they must make a wisdom saving throw to resist the whispers of the void. This wisdom saving throw is equal to 10 + the number of times they have used the ability that day. If they fail this saving throw, they cannot contact the void until they take a long rest and have disadvantage on the next wisdom saving throw they must make before they take a short or long rest.

Faceless
At 3rd level, the priestess adds disguise self and alter self to their spellbook in addition to the ones she normally learns. Once per long rest, they can cast these spells without consuming spell slots and always have them prepared. This does not count toward the number of spells the priestess has prepared for the day. The duration of these spells increases by the priestess’ intelligence modifier, and do not need to concentrate to maintain them.

Essence Drain
At 6th level, when attacking with their claws or a spell that negatively affects a target, the priestess can choose to drain the mind or body of the enemy, and the target must make a wisdom or constitution saving throw, respectively, in addition to the normal effects. For one minute, the creature has disadvantage on wisdom saving throws, and the priestess gains advantage, if they drain the mind. If they drain the body, the priestess deals one additional claw damage die and heals for the damage dealt on their claw attack, or twice the spell level that was cast. This ability can be used once per short or long rest.

Void Tendrils
At 10th level, the priestess can form shadowy tendrils across both her arms as a bonus action for one minute. These act as whips, except she is able to make grapple checks with them. She is considered proficient with athletic checks to grapple with these tendrils. Maintaining these tendrils require concentration. If the priestess is already grappling a creature at the start of her turn, she may make a concentration check as a bonus action to cast a spell as a bonus action while maintaining her grapple as part of that action. (DC 10 + spell level) She may grapple two different creatures with these tendrils, but it requires her action and bonus action to maintain them and she cannot cast spells. While grappled by her, targets have disadvantage on saving throws against the priestess’ spells and abilities. This can be used once per short or long rest.

Frightening Presence
At 14th level, the raw presence of the void priestess unsettles creatures. The priestess gains proficiency in intimidation checks, expertise if she is already proficient, or advantage if she has expertise.

Channel Eldritch Horror
At 18th level, the priestess gains the ability to channel a horror of eldritch might. This lasts one minute. Enemies of the priestess within 100 ft. must make a wisdom saving throw or become frightened or charmed (priestess’ choice). While channeling this horror, the priestess gains advantage on attack rolls, skill checks, and ability checks, and all creatures have disadvantage against her spells. Any effect that allows a creature to gain advantage can remove or cancel out this effect, unless this effect is from a higher-level creature. Once this effect ends, the priestess gains one level of exhaustion if they fail a constitution saving throw (their own spell DC). This ability cannot used again until they finish a long rest.




Priestess Spell List



Cantrips

Blade Ward
Chill Touch
Control Flames
Friends
Guidance
Light
Magic Stone
Mending
Message
Resistance
Sacred Flame
Spare the Dying
Word of Radiance


First Level

Bane
Bless
Ceremony
Command
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Divine Shield
Faerie Fire
Feather Fall
Guiding Bolt
Inflict Wounds
Mage Armor
Protection from Evil/Good
Purify Food and Drink
Ray of Sickness
Sanctuary
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite


Second Level

Aid
Blindness/Deafness
Branding Smite
Calm Emotions
Continual Flame
Darkvision
Detect Thoughts
Enthrall
Gentle Repose
Healing Spirit
Heat Metal
Hold Person
Lesser Restoration
Moonbeam
Pass Without Track
Prayer of Healing
Protection from Poison
See Invisibility
Shadow Blade
Shatter
Silence
Spider climb
Suggestion
Warding Bond
Zone of Truth


Third Level

Aura of Vitality
Beacon of Hope
Bestow Curse
Blinding Smite
Create Food and Water
Daylight
Fear
Feign Death
Life Transference
Mass Healing Word
Meld Into Stone
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Vampiric Touch
Water breathing
Water Walk
Wind Wall


Fourth Level

Aura of Life
Aura of Purity
Banishment
Blight
Compulsion
Control Water
Death Ward
Divination
Fire Shield
Freedom of Movement
Guardian of Faith
Locate Creature
Shadow of Moil
Sickening Radiance
Staggering Smite
Stoneskin


Fifth Level

Antilife Shell
Banishing Smite
Commune
Contagion
Dawn
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Hold Monster
Holy Weapon
Mass Cure Wounds
Raise Dead
Reincarnate
Teleportation Circle
Wall of Light


Sixth Level

Blade barrier
Bones of the Earth
Circle of Death
Create Undead
Flesh to Stone
Harm
Heal
Planar Ally
Soul Cage
Sunbeam
True Seeing
Wind Walk
Word of Recall


Seventh Level

Conjure Celestial
Divine Word
Plane Shift
Power Word Pain
Regenerate
Resurrection
Temple of the Gods


Eighth Level

Antipathy/Sympathy
Clone
Control Weather
Holy Aura
Maze
Mind Blank
Power Word: Stun
Sunburst
Telepathy


Ninth Level

Foresight
Imprisonment
Mass Heal
Power Word: Heal
Power Word: Kill
True Resurrection
Wish

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