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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