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Priest

Class Overview

A Priest is a wise and charismatic character who wields divine magic granted by a powerful deity.

  • -This class can be used to portray an pleasant and friendly European-style friar, a charming and inspirational oracle, a devout and knowledgeable healer, a holy beacon sent to cleanse the world of evil, or a mysterious adept wielding the powers of a forgotten deity to create an undead army. 

  • -The Priest has the best healing and warding magic in the game. Their reliance on Wisdom and Charisma means they are often quite personable and good in social situations. 

  • -In a party, priests are valued for their excellent healing abilities, knowledge, and powerful defensive magic. 

  • -Priest characters from fiction & history: Hippocrates, Friar Tuck, The Emperor (Star Wars), Athelstan, Galadriel

Hit Rating (HR): Low
Saves: Bad Fort / Bad Ref / Good Will
Skill Ranks: 9+INT Mod

Weapon Proficiency: Simple

Armor /Shield Proficiency: Simple, Light Shields

Hit Points Per Level: 4+CON Mod
Initiative Rating: Slow (+1 per 6 levels)

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Morality & Motivations: Must have at least 1 motivation matching your selected deity.

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PRIEST – Class Level Table

If the “spells per day” is left blank in the table, you cannot cast any spells of this Spell Level; you are not yet strong enough to harness their power!

Priest – Daily Spells Table

Level | Spells Known | Daily Spell Slots

Priest Languages: If you possess a high enough INT Mod, or if you take ranks in Linguistics, you may select to learn Infernal and/or Celestial, even if these languages are unfamiliar in your area. These languages are considered the languages of many deities and are spoken by extraplanar creatures such as angels and demons.

 

Scholarly (Ex): You gain a +2 Class Bonus to Craft(Academia). You must spend at least 2 Skill Ranks per Priest Level on Knowledge

Skills. (You may place 1 rank in 2 Knowledge Skills, or 2 Ranks in 1 Knowledge Skill)

-Priests gain a +2 Class Bonus to Knowledge(Religion).

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Literate: Priests must place at least 1 Rank in Craft(Academia) at Level 1. They may read and write all languages they can speak.

 

Priest - Spellcasting Basics: Key Ability Score = WIS

Priest Spell Info: Divine Magic, Priest Spell List, Prepared & Selected Daily

To be able to cast a Priest Spell: Requires minimum Wisdom of 10+Spell Level

Priest Spell Save DC: 10+Spell Level+WIS Mod

Regain Daily Spells & Abilities: Complete a Long Rest & 1 Hour Meditation

Special Info: You need a Divine Focus (F) to cast many spells. (Also called a Holy Symbol)

 

Spells: A Priest is a prepared divine caster. Your magic comes from your deep connection to your faith and an understanding of the will of your deity, the spirit world, or something of that sort. 

-You cast divine spells from the “Priest” spell list. Once per day, you pray or meditate to your deity to request which spells to use in the coming day.

-To cast a Priest spell, you must have a Wisdom score equal to at least (10+Spell Level). The Difficulty Class (DC) for a saving throw against one of your priest spells is DC(10+Spell Level+WIS Mod).

-All Priests have access to all Priest Spells, regardless of their deity. 

-Exceptions at the GM’s discretion: one or two spells may be removed from a Priest’s selectable spells if they directly oppose the chosen deity. This should never be used just to limit a player’s power; it is for storytelling!

 

Like other spellcasters, you can cast only a certain number of spells of each Spell Level (SL) per day. You begin play with four daily SL0 slots and two daily SL1 slots. When you meditate, you select which spells to prepare in each slot. If you wish to cast the same spell multiple times, you must prepare it multiple times, using a slot for each time you wish to be able to cast that spell. You may choose to use a lower SL in a higher SL slot. At each new Priest level, you gain access to one or more new spells per day, as indicated in the table above.

If the number of spells per day is left blank in the table, you cannot cast this Spell Level; you are not yet strong enough to harness their power!

 

When you cast a spell, cross that spell off your character sheet (or make a mark next to it) indicating that it has been used and is no longer available. When all of the spells have been marked off, you have used up all of your daily spells; you cannot cast any more until you rest and meditate. 

 

Divine Exhaustion – Casting a spell of SL3+ is extremely draining. Whenever you cast a spell of SL3+, you must make a Perseverance Check DC10+[2xSL]. If you fail, the spell is cast, but you also suffer +1 Weakened Stage.

-Once you gain access to SL6, you no longer need to make this check for SL3 spells. 

-Once you gain access to SL8, you no longer need to make this check for SL4 spells. 

 

Priest Spell Materials & Components – Divine Focus:

-As a Priest, most spells will require you to have a symbol of your deity to properly focus your power.

Priest spells generally require verbal (V) and somatic (S) components, meaning you need to be able to speak and move your hands. You may still be holding items in your hands. Certain spells may be cast without one or the other. Many Priest spells will require that you have a Divine Focus (also called a “Holy Symbol”), which is a symbol of your deity through which your divine power flows. If the spell is listed with the component (F) in its description, then you must be able to grasp & hold or otherwise display your Divine Focus in order to properly cast your spell. Spells requiring unique components (U) require you to have these special items as well.

 

Divine Focus Options: A Divine Focus allows you to properly channel your Divine power. You may select any of the following types of items as your Divine Focus:

Weapon (Staff or Mace): The masterwork staff or mace must be an acceptable and recognizable symbol of your chosen deity. Must have additional engravings & decorations added in the form of a prayer to your deity, your deity’s name, creed, decorative or carved handle, etc. The weapon is obviously ornate and dedicated to a specific purpose. (costs double the price of a MW Weapon)

Shield: If proficient, you may use a shield clearly emblazoned with your Holy Symbol as a Divine Focus. This must be a masterwork Shield. (costs double the price of a MW shield)

Head: A clearly decorative headpiece or helm that must have an obvious symbol of your deity. This ornate headgear has engravings or decorations that make its purpose clear. This takes up your “Head” Equip Slot. Adding enchantments to this item costs +50% more than the standard enchantment.

-A worn Divine Focus headpiece does not need to be held in hand to be used as a focus.

Neck (Necklace / Amulet): A large necklace with an amulet that is a definitive symbol or relic of your deity. The individual symbol must be at least 6” Long (4” for small creatures). The necklace is obviously ornate and dedicated to a specific purpose. This Divine Focus takes up your “neck” gear slot. Adding enchantments to this item costs +50% more than the standard enchantment.

-A worn Divine Focus amulet/necklace does not need to be held in hand to be used as a focus.

Other Item: A single special masterwork item that is an acceptable and recognizable symbol of your chosen deity. The item must be at least 8” Long (5” if Small), takes up at least 2 Storage Slots, and must weigh at least 0.5 lbs. The item is either a direct visible symbol of your deity, or somehow emblazoned with the symbols or name of your deity. Examples: A Holy Book, The skull of a martyr, broken weapon handle of a divine hero. These items are held in pouches, bags, or other containers.

Starter Divine Focus (Holy Symbol): A Level 1 Priest may add a single Divine Focus from the list above to their inventory for free. This Holy Symbol may have been granted to the Priest after completing training at a monastery, gained as a family heirloom, or any other fitting story.

-Regardless of the item selected, it cannot be sold anywhere for more than 50gp. The character should be fond of this item and unwilling to part with it. If lost or destroyed, it is irreplaceable.)

Makeshift Divine Focus: You may attempt to make a temporary Holy Symbol to access your divine powers if your Divine Focus is missing or inaccessible. Creative use of artistry, materials, and Skill checks are encouraged. Success is determined at GM’s Discretion. These symbols generally do not last beyond 1 or 2 spells. A Concentration check (DC10+SL) is required to cast any spell using a Makeshift Divine Focus.

NOTE: Any true Holy Relic or Artifact of your deity is automatically functional as a Divine Focus.

Purchasable Item - Divine Focus Sculpture: A small sculpture specially made for an individual priest to match their appropriate deity. These may be made of nearly any material. This item is always Masterwork. Must be held in hand to work. Cost: 60gp, Weight: 1 Pound, Storage Slots: 2.

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What if I don’t like a spell, or I want to swap out spells?

Priests are able to change their spell list every day upon completion of meditation. If you didn’t like one of the spells you used the previous day, simply choose a different spell the next time you meditate!

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Short Meditation – Alter Remaining Spells: Once per day, you may alter your prepared spell list. Doing so requires a Short Rest during which you must meditate for 10 minutes without interruption. This does not renew any spells or abilities previously used during the day, but it does allow you to swap out any remaining daily spells with different ones. 

 

How do I get my spells back? Long Rest+Meditation

Daily Meditation: During a Long Rest, you must spend 1 hour meditating with your Holy Symbol to regain your spells and to refresh all other Priest powers. While meditating, you are Distracted, and may not converse with anyone. This meditation may only be completed once per day, and should generally follow a set routine.

-After your rest and meditation are completed, you are granted your new daily allotment of spells and all of your Priest abilities refresh for the day. You develop your new daily spell list at this time. 

-If you do not complete your rest and meditation, you do not regain any spells or daily Priest abilities.

 

Domain Spell - SLX: Your deity grants you access to a special spell that you can use whenever needed.

-You select a single spell of the indicated SL to be treated as your “Domain Spell” for that Spell Level.

-Unlike all other Priest Spells, a Domain Spell may be selected from any spell list (Arcane, Druid, Priest)*. *The spell you select must be an appropriate spell for your particular deity. 

-Ex: The Goddess Athena (Greek Goddess of Knowledge) would likely allow the “Greater Identify” spell to be used by her priests, even though it is listed as an “Arcane” spell. Similarly, the Goddess Skadi (Norse Goddess of Winter and Snow) would never allow you to access the Fireball spell, but she would most certainly approve of the Sleet Storm & Snowball spells!

-Ask your GM for spell approval before adding a spell as your Domain Spell!

-You may not change your selected Domain Spell; the choice is permanent. 

-Exception: Upon gaining a level and adding a more powerful version of the exact same domain spell selected at a lower level, you may swap out the weaker spell for a new domain spell at this time.

-You do not need to prepare a daily slot for your Domain Spells! A Domain Spell may be spontaneously substituted in place of any other spell that you have prepared for the day of equal or higher SL. 

-To cast a Domain Spell, you expend one of your prepared daily spells of the same or higher SL and cast your selected Domain Spell instead. You must have your Divine Focus (F) to cast a Domain Spell.

-At Priest level 1, you gain a Domain Spell for both SL0 and SL1.

 

Deity & Domains: A priest is a servant, messenger, ambassador, or perhaps even an avatar of a deity. This deity must be selected upon character creation. Your choice of deity influences your morality, what magic you can perform, your values, and how others see you. You may select 1 Deity with up to 2 Domains.

Choosing a Deity: Choosing a deity will depend almost entirely on the GM and the story at hand. Many role-playing games and game-masters will use their own custom gods and goddesses, pantheons of gods from real world history, or deities from another game system or a cool movie they saw. 

*Ask your GM which gods and goddesses you will be using for your game. Learn about each deity and select the one with domains, morality, and motivations that best match the type of character you want to play!

-A list of sample Domains, Deities, and Domain Spells is available below in section 3.5b.

 

Channel Energy Xd6(Su): You can release a wave of energy by channeling your deity’s power through your divine focus. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A Priest Channels Energy through confidence and determination, with the power of their faith blasting outwards in a divine surge of energy.

-You may Channel Energy (1+CHAMod)/Day, plus an additional 1 time per day per 4 Priest levels

-Ex: 2+CHAMod at level 4, 3+CHAMod at level 8, etc.

Using your channel energy ability is a Big Action that provokes AOO. You must present your divine focus to use this ability. As you display your focus, you shout a command and a burst of energy shoots from your body and your divine focus, striking all creatures within range, including yourself if desired. 

-The burst has an area of effect radius of 30 feet, centered on you. The amount of energy damage/healing dealt to all creatures in the area is equal to your roll of Xd6. Any creatures that would be damaged by your ability may make a FORT Save DC(10+½ Priest Level+CHA Mod) to take only half damage. Healing requires no Save.

-You can only Channel Energy once per round. You cannot affect more than 10 creatures with a single activation. Closer creatures are affected first.

-You may be affected if you desire. You can never harm yourself with this ability.

-If you have Morals of Justice, you channel Positive Energy (Heals living creatures, harms undead)

-If you have Morals of Glory, you channel Negative Energy (Harms living creatures, heals undead)

-If you have Balanced Morals, you must select to channel Positive or Negative Energy upon character creation. This choice is permanent. The choice should match your deity and your story. Ask your GM for advice!

*NOTE: If you are a priest of a God of Death or some other force of dark energy, you may ask your GM to be allowed to channel negative energy even if you have morals of justice. Likewise, a priest of a Goddess of Healing or similar deity could request to channel positive energy, even if they have morals of justice.

-If used as a Burst, you must wait at least 1 Turn before you may use another Channel Energy burst.

Channel Energy Option: Single Target: Whenever you use your Channel Energy ability, you may elect to use it on a single target (or yourself) within your normal Channel Energy Radius, as opposed to the full AoE burst. Using the ability in this way functions exactly the same as normal, except it affects only a single target creature.

 

Channel Energy Xd6 (Quick Reference): Key Ability Score = CHA

-Supernatural Ability (Su)

-Big Action, Provokes AOO

-Components: V, F -Area of Effect (AoE): 30’ Radius Burst, Centered on you

-Damage/Healing: Xd6 Energy -Duration: Instant

-WILL Save DC(10+½ Priest Level+CHA Mod) for ½ damage, no Save needed for healing

-Uses Per Day: 1+CHA Mod (+1 per day per 4 Priest Levels)

*Limitation: Cannot affect more than 10 creatures in a single activation.

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Note - Channel Energy while Grappled: If you can speak and you are holding your holy symbol in hand when grappled (or wearing an item that counts as a “wielded focus”) you may activate this ability normally, even if grappled. If not, you will have to win a Wrestling check to grab your divine focus or uncover your mouth before you can use this ability. Since you are already grappled, you do not Provoke AOO from your grappling foe when activating the ability.

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Divine Grace (Su)-Lvl2: Your confidence and unwavering faith protects you from harm. You gain a Power Bonus of (+CHA Mod, min+0) on all Saving Throws. This bonus can never be greater than your Priest Level.

-Whenever subject to a WILL Save, a successful Save indicates that you suffer no ill effect, even if the spell or ability normally causes a negative effect on a successful Save.

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Man of the Cloth/Lady of the Cloth (Su)-Lvl3: As an expression of your faith in your deity, you may choose to wear no armor to prove that your deity protects you. If not wearing any armor, you gain a Power Bonus of (+CHA Mod, min+0) to AC. This bonus can never be greater than your Priest Level. 

-Wearing any physical item that provides an Armor Rating is considered “Wearing Armor.”

-You may use Mage Armor and/or wield a shield in conjunction with this ability. 

 

Cantrips-Lvl4: Your most basic magic spells are easily refreshed. You need only 1 minute of concentration to regain one of your expended SL0 spell slots. You must remain still & undisturbed to do so. 

-Depending on the situation, you may be required to make a Concentration check. (DC at GM Discretion)

-You must still select which SL0 spells you wish to have available during the day.

-If you take a Short Rest, you automatically refresh all SL0 spells you have expended that day.

 

Salvation or Retribution (Su) - Lvl4: At Priest level 4, you gain the Salvation ability if you selected Channel Positive Energy, or the Retribution ability if you selected Channel Negative Energy. 

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Salvation (Channel Positive Energy Only) – (Su): If you (or an ally) are struck with a blow that would knock you to 0 or fewer HP, you may automatically and instantaneously spend a single charge of your Channel Positive Energy ability to heal yourself (or your ally). This healing can save you from death, even if the attack would have dropped you below the damage threshold normally required to kill you. 

  • This can only function on an ally within range of your Channel Positive Energy ability (normally 30 feet). 

  • Salvation cannot function more than once per round, but it can activate even if you already used Channel Energy normally this round.

  • You need not be able to see or target your ally; this is Divine Intervention. However, it cannot function on an ally if you are asleep or otherwise already unconscious. 

  • This ability can function on you personally even if asleep or unconscious.

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Retribution (Channel Negative Energy Only) – (Su): Whenever you use your Channel Negative Energy ability to successfully deal damage to living creatures, you are healed an amount equal to the most damage dealt to any 1 single creature affected by your Channel Negative Energy. This ability cannot heal you beyond your maximum. You can never heal more damage than you successfully dealt.

Ex: If you roll 16 NE damage with your Channel Negative Energy burst and you successfully deal 16 damage to at least 1 living creature, you heal +16HP worth of damage. However, if you used this ability on a single creature with only 3HP total, you would only heal +3HP (since there is nothing else from which you could steal life).

Furthermore, if you are struck with a blow that would knock you to 0 or fewer HP, you may choose to automatically and instantaneously activate a single charge of your Channel Negative Energy ability to damage all creatures within your Channel Negative Energy radius, absorbing HP as described above to heal yourself. This special activation can save you from death, even if the attack would have dropped you below the negative HP normally required to kill you. This special version of Retribution cannot function more than once per round, but it can activate even if you already used Channel Energy normally this round.

-This ability can activate even if you are asleep or unconscious.

 

Bonus Feat-Lvl5+: You may select any one Feat for which you meet all prerequisites. 

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Expert Casting - lvl9: You may cast an SL0 or SL1 spell as a Swift Action. You may cast a single SL0 or SL1 spell on the same turn as another spell of any SL.

 

Priest Powers & Morality:

If you ever act in direct opposition to your morals or the morals of your deity, (or directly offend your chosen god or moral code in some way) the deity (or your own lack of conviction) may strip your powers from you for a duration of anywhere from 1 hour to eternity, depending on the severity of the offense. Your Morality Points should be totaled immediately upon completing an offense. If the total ever reaches the amount listed below, you will be stripped of your powers (at the GM’s discretion):

 -5 morality points = ALL Priest Spells and Channel Energy stripped for 1 hour, or until meditation.

-10 morality points = ALL Priest Spells and Channel Energy stripped for 1 day, or until completing a small atonement ritual costing 100gp per Priest level and 1 hour.

-20 morality points = ALL Priest Spells and Channel Energy removed forever. You may perhaps be allowed to undergo a world-spanning pilgrimage, personal sacrifice, or crusade to attempt to win back the favor of your deity (or self) after this occurs. At this point, you have likely changed moralities and may need to seek the attentions of a new deity. This is entirely up to the GM and should work with the story as well as possible.  A Priest who loses the favor of his/her deity may not gain additional Priest levels until favor is restored.

*Remember: good role play should be rewarded! For more information on Morality Points, see 13.4c.

Example Domains

Deities, Gods, Goddesses, and Pantheons:

-As a Priest in LFG, you may select 2 Domains from your deity. While your selected deity may control many more domains, you must select 2 from which you gain your Domain Spells.

Example: Isis – This powerful Egyptian goddess has been worshipped over the millennia as a goddess of creation, magic, motherhood, leadership, resurrection, healing, travel, & fortune. 

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-The following list provides samples of deities & possible domains from various cultures throughout history. Many of these deities preside over multiple domains, but this simplified list has used each deity only once. This list also provides 3 examples of spells from various Spell Levels that could be considered “Domain Spells” for each domain. A Priest will eventually gain 1 Domain Spell for every Spell Level to which they have access.

-Note: These are only examples! Many more domains & deities are possible! Speak with your GM to determine which deities exist in your world, which domains make sense, and which domain spells are acceptable!

-GM Note: Your world may have many different domains apart from those shown here. This list provides examples to help you build your fantasy universe with any sort of deities you desire. Perhaps you have deities that preside over schools of magic, different animal types, or diseases. If making your own deities & domains, try to have a wide enough array of choices, each with access to at least a few interesting spells!

Priest Variant – War Priest v14

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-The War Priest variant may be used to portray a magical crusader, battlefield medic, or an officer or standard-bearer for a divine army. A War Priest is more capable in direct combat than a standard Priest.

-This is a Variant of the Priest class. A character may not gain levels in different variants of the same class.

-Items shown in purple are changes from the standard Priest class. All other abilities function the same as the standard Priest class.

Hit Rating (HR): Medium
Saves: Good Fort / Bad Ref / Good Will
Skill Ranks: 8+INT Mod

Weapon Proficiency: Simple

Armor /Shield Proficiency: Simple, Light Armor, Medium Armor, Light Shields, Heavy Shields

Hit Points Per Level: 6+CON Mod
Initiative Rating: Slow (+1 per 5 levels)

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Morality & Motivations: Must have at least 1 motivation matching your selected deity.

-Note: A War Priest does not have to serve a deity of war, although they often do. War Priests represent priests who have trained to serve more directly in areas of dangerous conflict, capable of withstanding a degree of melee combat and assisting front line combatants.

WAR PRIEST – Class Level Table

War Priest – Daily Spells Table

Level | Spells Known | Daily Spell Slots

Armored Divinity: You do not need to make a Perseverance check to cast Priest spells due to the Mobility Penalty caused by wielding, wearing, or carrying a shield or armor with which you are proficient.
 

War Priest - Spellcasting Basics: Key Ability Score = WIS

Priest Spell Info: Divine Magic, Priest Spell List, Prepared & Selected Daily

To be able to cast a Priest Spell: Requires minimum Wisdom of 10+Spell Level

Priest Spell Save DC: 10+Spell Level+WIS Mod

Regain Daily Spells & Abilities: Complete a Long Rest & 1 Hour Meditation

Special Info: You need a Divine Focus (F) to cast many spells. (Also called a Holy Symbol)

-A War Priest does not suffer from Divine Exhaustion (+1 Weakened Stage) until all daily spell slots have been expended.

 

War Priest - Channel Energy Xd6 (Quick Reference): Key Ability Score = CON

-Supernatural Ability (Su)

-Big Action, Provokes AOO

-Area of Effect (AoE): 30’ Radius Burst, Centered on you

-Components: V, F
-Damage/Healing: Xd6 Energy -Duration: Instant

-WILL Save DC(10+½ Priest Level+CON Mod) for ½ damage, no Save needed for healing

-Uses Per Day: 1+CON Mod, (+1 per day per 4 Priest Levels)

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