Priest
In faith many find a greater purpose. Called to serve Pravus, these emissaries of the Lord work his will. They are unrelenting bastions of the faith. Capable of calling upon the power of Pravus in the form of blessings and spells, most priests blend divine magic with martial skill. Yet while they might share the same abilities, each priest takes on a unique path in aiding the Lord. Some offer healing and redemption, others judge by the law and value truth. The ways of the priest are varied, yet all who walk these paths do so with the mightiest of allies and bear the arms of Pravus himself.
The priest is a spellcaster that can certainly hold his own in a fight, but he is best suited with a supportive role. His abilities can bolster his allies, make them last longer, hit harder or save them from impending doom, but the same abilities can be utilized by himself, should the priest find himself alone. Offensive abilities aren’t out of his arsenal either.
Passive
Whenever you are within 60 ft. of an altar of Pravus, you either gain advantage on Intelligence and Charisma checks, or advantage on Saving (Intelligence or Charisma) throws. Whenever Pravus is within 150 ft. of you, you gain advantage on any d20 roll using one of the base or derived modifiers and resistance to all damage.
Magic
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Charisma. Your Spell Save DC is 10 + your Charisma modifier. In addition to spells on your class spell list, you can also cast spells from the general spell list, following the same rules.
Level | Class spells | General spells |
---|---|---|
Cantrip | Control Fire, Guidance, Sacred Flame, Thaumaturgy | Light, Prestidigitation |
Level 1 | Bless, Cure Wounds, Divine Favor, Shield of Faith | Ceremony, Detect Magic |
Level 2 | Aid, Enhance Ability, Spiritual Weapon, Warding Bond | Empower Weapon, Magic Aura |
Level 3 | Beacon of Hope, Daylight, Protection from Energy, Water Walk | Counterspell, Dispel Magic |
Level 4 | Control Water, Death Ward, Guardian of Faith | Arcane Eye, Freedom |
Level 5 | Contagion, Flame Strike | Contact, Lore |
Level 6 | Heal, Heroes' Feast | Globe of Invulnerability |
Level 7 | Divine Word, Regenerate | Etherealness |
Level 8 | Holy Aura | Antimagic Field |
Level 9 | Mass Heal | Wish |
Class level 1
1. – Priest of War (3 FP, restricted – charges)
Being a more direct servant of Pravus than most, his will guides you in battle.
When you use the Attack action, you can spend a bonus action to make another weapon attack. You can use this a number of times equal to your Charisma modifier, minimum of one. All uses are replenished upon completing a long rest.
Class level 2
2. – Channel Divinity (3 FP, restricted – charges, spell-like)
You gain the ability to channel a portion of divine energy of Pravus, creating a variety of effects.
You have two uses at base. You gain one more use when you reach CL 5 and one more when you reach CL9. You regain all uses when you finish a long rest. You start with two effects – Turn Heretic and Guided Strike.
Turn Heretic – As an action, you speak a prayer to rebuke apostates. All apostates within 30 feet that can hear you must make a Saving (Charisma) throw against your Spell DC. On a fail, the apostate is turned for 1 minute or until it takes damage. A turned apostate must spend it’s turn getting as far away from you as possible, and it cannot willingly enter a space within 30 ft. of you. It can only take the Dash or Dodge actions or try to escape from an effect that prevents it from moving. A apostate in this case is either a person with the Apostate role, or a creature that has 0 FP.
Guided Strike – You gain supernatural accuracy for a single weapon attack. Gain +5 on you Attack roll.
Class level 3
3. – The Blessing of Pravus (3 FP, unrestricted)
You can now spend a use of Channel Divinity to give a blessing of Pravus. When a creature within 30 feet of you makes a weapon Attack roll, you can use your reaction to grant that creature a +5 on that roll.
Class level 5
4. – Warding Flare (4 FP, restricted – charges, spell-like)
You can interpose divine light between yourself and an attacking enemy. When a creature within 30 ft. of you that you can see attacks a creature, you can use your reaction to impose disadvantage on the Attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this ability. You can use this ability a number of times equal to your Charisma modifier, minimum of one. You regain all expended uses when you finish a long rest.
Class level 7
5. – Divine Strike (4 FP, restricted – time, spell-like)
You gain the power to infuse your weapon with the power of Pravus. Once per turn, when you hit a creature with a melee attack, increase the damage of your weapon by 1d6.
Class level 9
6. – Avatar of Battle (4 FP, unrestricted, spell-like)
You gain resistance to normal damage.
In addition, you can use your action to activate an aura of sunlight that lasts for 1 minute , until you dismiss it using another action or until you are incapacitated. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on Saving throws against any spell that deals fire or holy damage. Once you use this ability, you must finish a long rest before you can use it again.