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Priest

A follower of a certain god or deity, channeling holy energy to keep allies alive.
hit dice: 1d8
hit points at 1st level: 1d10 + CON MOD
hit points at higher levels: 1d6 + CON MOD
armor proficiencies: Leather, Chainmail
weapon proficiencies: Finesse, Light, Thrown
tools:
saving throws: Charisma
skills: Choose 2 of Any.
starting equipment:
spellcasting:
nope
class features:
Radiant Blasts - Level 1
You gain the attack "Radiant Blast". This deals 1d8 + CHA MOD Radiant damage and also has a range of 80ft. Add PB and Expertise and CHA MOD as well.
Chosen One - Level 1
You are chosen to be a follower of your god, gaining you abilities for the god you follow.
Holy Points - Level 1
Starting at level 1, you have an pool of Holy Points which you can draw forth to do many actions. The amount of holy points is determined by level. You regain holy points by either taking a long rest, absorbing the power from a place of power, or doing deeds for your deity/god.  
  • Healing Wave - Level 1

  • You can pour healing energy upon someone by touching them. This heals them by 1d6 x Your character level. Before having to take a long rest, This costs 1 Holy Points.  
  • Holy Smite - Level 1

  • You can call lightning upon a foe, making them roll a DEX save (10 + PB + CHA MOD). If failed, they will take 2d10 + CHA MOD Radiant Damage. If succeeded, they will take half damage instead. This costs 1 Holy Point.  
  • Divine Champion - Level 2

  • You can select an ally to be a temporary "Champion" allowing you to use multiple buffs and healing effects on them.  
  • Telepathy

  • You and your "Champion" can communicate telepathically.  
  • Imbue Regeneration

  • Your champion will regenerate at a fast pace, healing for CHA MOD every turn for 1 round. This costs 2 Holy Points.  
  • Divine Intervention

  • When your champion falls in battle, they will automatically have 2 succeeded saves. This costs 2 Holy Points.  
  • Zealot Strength

  • Your champion will be imbued with power, making them deal an extra 1d6 of damage for 3 round. This costs 2 Holy Points.
    Synchronized - Level 2
    When you heal an ally, you can choose some of the following at the cost of Holy Points.  
  • Double Heal

  • You cast another healing spell.  
  • Calm Mind

  • Remove the status ailments of the target you are healing.  
  • Inspiring Heal

  • The target is also given 1d6 + CHA MOD inspiration.
    Divine Calling - Level 3
    You can learn a divine Calling

    Second Divine Calling - Level 4
    You learn another divine Calling.
    subclass options:

    Travel -


    Boogie Woogie - Level 3
    There needs to be sound in order for this to work. In a 15ft. range, you can swap with any living being. You can only use this as a reaction to avoid attacks, but the persons attack roll you are teleporting away from will stay the same.
    Boogie Bandage - Level 3
    When you Boogie Woogie someone, you can cast healing wave on them for 3 holy points.
    Healing Rift - Level 4
    Place a rift in front of you and place the exit to the riff up to 100ft. away. The first person to enter it will heal 1d8 + CHA MOD.
    Black & White Flash - Level 4

    Black Flash -
    Deal 8d6 necrotic damage to a single enemy within melee range, costs 5 holy points.
      White Flash -
    Heal 8d6 HP for 8 holy points

    Flame


    Burning Bravery - Level 3
    You emit a circle of radiance that spans 15ft. Those inside have advantage with saves and deal an extra 1d6 + CHA mod fire damage with melee strikes. Those inside also gain a solar orb
    Solar Flare - Level 3
    Condense solar energy into a ball and it functions as a flashband. It has a range of 60ft. Those within 30ft. Of the initial impact will be blinded.
    Vegetas Technique??? - Level 4
    Radiant Blasts deal fire damage and you can shoot 3 in one for 1 Holy point.
    Orb Defenses - Level 4
    When someone with an Orb gets attacked and the enemy lands the attack, you can use your reaction to make them roll a dex save of 10+pb+cha mod, or take 2d6 fire damage, if succeeded, take half damage if you roll snake eyes, the Orb multiplies and explodes for 4d6 fire damage. You can alternatively turn it into a solar flare and explode it instantly.
    LevelAbilities
    1Radiant Blasts, Holy Points, Chosen One,
    2Synchronized
    3Divine Calling
    4Second Divine Calling, Inspiring Energy
    5
    6
    LevelHoly Points
    13
    25
    36
    48

    Created by

    Tyr, God of Justice.

    Statblock Type

    Class Features

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