Power before pantheon
Clerics draw divine magic from gods. Priests instead draw from the source itself—the prime energy from which gods and divine beings gain their power, shaped by the concepts of good, evil, and neutrality.
Spiritual guides and religious leaders who draw divine magic directly from its prime source. Their faith may protect the innocent, impose a darker will, or illuminate a personal path toward clarity.
Clerics draw divine magic from gods. Priests instead draw from the source itself—the prime energy from which gods and divine beings gain their power, shaped by the concepts of good, evil, and neutrality.
Make Wisdom your highest ability score, followed by Dexterity. Choose the Hermit background, then take a mace or whip and a priest’s pack.
Did a deity reveal itself to you? Did secluded study spark devotion? Did a dark path make the abyss your only salvation? Decide what planted your faith—and what makes it unshakable.
A mace, staff, or simple weapon; a light crossbow and 20 bolts; an explorer’s pack or priest’s pack; and a holy symbol. Starting wealth is 5d4 × 10 gp.
| Level | Prof. | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|
You know three Priest cantrips at 1st level and learn more as shown in the progression table. Whenever you gain a Priest level, you can replace one cantrip you know with a different Priest cantrip.
Prepare a number of Priest spells equal to your Wisdom modifier + Priest level (minimum one). Prepared spells must be levels for which you have spell slots. Change the list after a long rest by praying or meditating for at least 1 minute per spell level for each spell. In addition, when you finish a short rest you can swap one prepared spell for another Priest spell of the same level or lower.
Cast a prepared Priest spell as a ritual when it has the ritual tag. You can use a holy symbol as your spellcasting focus.
Your maximum faith points equals your Priest level. They return after a long rest. In addition, whenever you finish a short rest, you regain faith points equal to your Wisdom modifier (minimum 1).
d6 at 2nd level, d8 at 5th, d10 at 11th, and d12 at 17th.
Choose three prayers at 2nd level, then one more at 9th, 13th, and 17th level.
At 2nd level, choose the source of your divine energy. At 3rd level, it grants an Affinity Blessing.
When you cast a spell that deals radiant damage to a friendly creature, it gains temporary hit points equal to the damage instead. They last 1 minute + 1 minute per spell level.
When you roll a 1 or 2 on a necrotic damage die, reroll it and use the new result.
Gain additional faith points equal to your Wisdom modifier. If you roll initiative with no faith left, regain 1 faith point.
This edition applies targeted buffs weighted toward levels 1–12, where most campaigns are actually played, plus a small bump to every subclass — and adds new content: six new prayers, three new core features, a unique prayer for every practice, and two entirely new practices. Nothing build-warping.
| Feature | Original | Revised |
|---|---|---|
| Hit Die | d6 | d8 — a full caster with no armor proficiency needed the sturdier die |
| Skills | Religion + 1 choice | Religion + 2 choices |
| Restorative Litany (1st) | Once per day | Twice per long rest |
| Faith points (2nd) | Return on a long rest only | Also regain Wisdom modifier (min 1) on every short rest |
| Prayers known | 2 → 3 (9th) → 4 (17th) | 3 at 2nd, +1 at 9th, 13th, and 17th (3 → 4 → 5 → 6) |
| Gauntlet of Faith prayer | 1 hour | 8 hours |
| Divine Nova prayer | Scaling undefined | Each faith point beyond the first adds one Faith Die to healing and damage |
| Deity's Blessing (20th) | Regain 9 spell-slot levels | Also restores all faith points |
| Shepherd — Divine Protection (3rd) | Pool of half level dice | Half level (rounded up) + Wisdom modifier dice |
| Shepherd — Divine Harnessing (10th) | Meditate to regain two dice | Meditate to regain three dice |
| Shepherd — Herd Keeper (6th) | 30-foot range | 60-foot range |
| Exorcist — Exorcism (3rd) | — | Also grants resistance to your affinity damage type |
| Hospitalar — Restorative Energy (3rd) | Faith Die + spell level | Faith Die + spell level + Wisdom modifier |
| Hospitalar — Surge of Healing (6th) | One Faith Die of healing | Faith Die + Wisdom modifier |
| Evangelist — Conversion (3rd) | — | Also grants Persuasion proficiency (doubled if already proficient) |
| Evangelist — Persuasive Rhetoric (6th) | Once per long rest | Twice per long rest |
| Evangelist — Word of Authority (10th) | Spell list undefined | Evangelist spells = enchantment spells on the Priest list |
| Spellcasting flexibility | Fixed cantrips; preparation changes on long rest only | Swap one cantrip on level-up; swap one prepared spell on a short rest |
| Preach the Faith prayer | Checks and saving throws | Also attack rolls |
| Immaculate Healing prayer | Faith Die | Faith Die + Wisdom modifier |
| Divine Awareness (3rd) | — | New core feature: sense celestials, fiends, and undead within 60 feet, Wisdom-modifier uses per long rest |
| Unshakable Conviction (6th) | — | New core feature: advantage on concentration saves and against being frightened |
| Potent Devotion (8th) | — | New core feature: add Wisdom modifier to Priest cantrip damage |
| Prayer list | 12 prayers | 18 — added Sacred Ward, Purifying Touch, Zealous Stride, Litany of Warding, Radiant Rebuke, and Answered Prayer |
| Unique practice prayers (3rd) | — | Each practice gains an exclusive prayer: Shepherd’s Call, Censure, Mercy’s Touch, Rousing Sermon, Blade of Faith, Dark Bargain |
| Religious practices | 4 practices | 6 — new Templar (consecrated frontline warrior) and Heretic (forbidden dark power) |
You need a Wisdom score of at least 13 to multiclass into Priest.
Multiclassing into Priest grants proficiency in Religion.