Priest

Holy (or unholy) spellcasters who serve one or more deities.

Hit Dice 1d6
Armor None
Weapons Dagger, staff, 1-handed magic weapons
Languages Alignment, Common

Unlike clerics, these “divine wizards” can’t wear armor or use most weapons, but they can turn undead and they gain the ability to cast divine spells at first level.

Core Features

Priest Features
Level HD Atk Save Spells Per Day
1 2 3 4 5 6
1 1d6 0 13 1 - - - - -
2 2d6 0 13 2 - - - - -
3 3d6 0 13 2 1 - - - -
4 4d6 0 13 2 2 - - - -
5 5d6 0 13 2 2 1 - - -
6 6d6 +2 11 3 2 2 - - -
7 7d6 +2 11 3 3 2 1 - -
8 9d6 +2 11 3 3 2 2 - -
9 9d6 +2 11 3 3 3 2 1 -
10 9d6+1 +2 11 3 3 3 3 2 -
11 9d6+2 +5 8 4 3 3 3 2 1
12 9d6+3 +5 8 4 4 3 3 3 2
13 9d6+4 +5 8 4 4 4 3 3 3
14 9d6+5 +5 8 4 4 4 4 3 3

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Class Skills

  • Divine Intervention: After reaching level 9, may request deity to intervene directly.
    • Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
      • Fumbling the check causes Doubt.
    • May only be used successfully once per day.
  • Priestly Duties: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
  • Inspired Attack: Describe intended outcome and make a skilled check as indicated by GM.
    • On a complete success, the attack roll gains advantage.
    • On a complicated success, the attack roll is made as normal.
    • On a failure, the attack roll gains disadvantages.
    • May only be used successfully once per 10 minutes (1 turn).
    • ex: grab child, jump over table, set it down safely, and strike nearest opponent.
  • Religious Lore: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
  • Ritual Casting: Some rituals require a skilled check.
  • Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).

Divine Magic

  • Can pray to receive spells every day.
  • Can conduct magical research.
  • Must have a holy symbol
  • Must remain faithful to alignment, clergy, and religion.
  • Priest Spell List

Doubt

Occurs whenever a fumble occurs while turning undead or requesting divine intervention.

  • Next attempt to turn undead or request divine intervention gets -2 on roll.
  • Cleared by a successful turn undead or divine intervention roll.
  • Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).

Stronghold

  • After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
  • Once established, attracts loyal followers (2d6 acolytes of level 1–2), who never check morale.

Turn Undead

  • Can turn undead with HD up to priest level + 2.
    • After reaching level 6, can turn undead with HD up to priest level + 3.
    • After reaching level 12, can turn any undead, regardless of HD.
  • To turn undead, make a skilled WIS check, modified based on the highest HD amongst targeted undead creatures.
    • If the undead is of a higher HD than priest level, add -2 to the roll for each HD above priest level, to a max of -6.
    • If the undead is of a lower HD than priest level, add +2 to the roll for each HD below priest level, to a max of +6.
  • Undead with HD of priest level - 3 or less may be destroyed rather than turned.

Results

  • A fumble causes Doubt.
  • A failure has no effect.
  • A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
  • A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
  • A critical success affects up to 3d6 total HD of undead (but at least 1 creature).

On a successful turn:

  • Roll as indicated by Results, above.
  • Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
  • Undead with HD of priest level - 3 or less are instantly turned to dust.
  • Excess rolled hit dice are wasted.
  • At least 1 undead creature will always be affected by a successful turn.
  • If a mixed group of undead are turned, lowest HD creatures are affected first.