Way of the Priest (5e Subclass)

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Way of the Priest

A monk that is bestowed might from a divine being, much like a cleric and a paladin, is called a priest. Using their body as a holy simbol and spreading the word of their god with the wisdom only a monk could obtain.

Way of the Priest


Priest Spellcasting
Monk
Level
Spells
Known
Spell Slots per Spell Level
1st2nd3rd4th
3rd22
4th33
5th33
6th33
7th442
8th542
9th542
10th543
11th643
12th643
13th7432
14th7432
15th7432
16th8433
17th8433
18th8433
19th94331
20th94331

Spellcasting

By 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Preparing and Casting Spells

The Priest spellcasting table shows how many spell slots you have to cast your cleric spells. To cast one of your cleric spells of 1st level or higher, 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + a third of your monk level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Priest Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag by spending ki points equal to the spell level. You don’t need to have the spell prepared but the spell must be of a level for which you have spell slots.

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Domain Spells

Like a cleric, you can choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Your choice grants you the domain spells that the cleric would gain.

Each domain has a list of spells — its domain spells — you still have to prepare them, you can have 1 spell from your domain prepared that doesn't count against the number of spells prepared each day, you can choose another when you finish a long rest.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

When you take this monastic tradition at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Armor of Saint Sebastian. At 6th level you also gain the channel divinity effect determined by the cleric domain chosen by you. Some domains grant you additional effects as you advance in levels, as noted in the domain description, as such, if the cleric domain chosen by you grants another channel divinity at 6th level, you gain that effect at 11th level.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 11th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity
Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity
Armor of Saint Sebastian

When you use your Deflect Missiles feature, you can speak a prayer calling for protection. You can reduce every following ranged attack's damage by the same amount you reduced the first one until the start of your next turn. You can't catch the missile when using this channel divinity.

Divine Strike

At 6th level, when you hit a creature with a monk weapon or unnarmed strike, you can expend up to five ki points to deal radiant damage to the target, in addition to the weapon’s damage or unnarmed strike damage. The extra damage is equal to your Martial Arts die per ki point spent using this feature, to a maximum of five Martial Arts dice. The damage increases by one additional martial arts die if the target is an undead or a fiend, to a maximum of six Martial Arts die.

Alternatively, if the cleric domain you've chosen has the Divine Strike feature, your Divine Strike's damage type is of that damage type instead.

Prayers of Protection

Beginning at 11th level, you can pray to bless a creature to protect it from harm. At the end of a long rest, you can grant the effect of a sanctuary spell to a non-hostile humanoid creature that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Miracle of Life

At 17th level, your unshattering faith has made you above the living. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead and massive damage can't instant kill you. Additionally, if you are dead, 1d4+2 days later you will revive completely cured if your body still exists and hasn't been completely destroyed(such as being desintegrated or cremated) and your soul isn't under the effect of spells such as Soul Cage, being free and willing, otherwise you stay dead until these conditions are meet or you are revived by other means(Such as a True Resurrection spell).



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