EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your
background:
• (a) a club or (b) a quarterstaff
• (a) leather armour, or (b) chain shirt (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A holy (or unholy or neutral) symbol and libram.
2 cantrips
6 spells (lvl 1) + 2 + 2
PRIEST (PRS)
CANTRIPS
Guidance
Light x
Mending
Mind Sliver x
Resistance
Smite o
Spare the Dying
Thaumaturgy
Toll the Dead x
Vicious Mockery x
Word of Radiance x
PRS 1 (1st level)
Bane
Barrier Ward
Bless
Bind WoW5eRPG
Cause Fear XGtE
Ceremony XGtE
Charm Modified
Command
Conjure Modified
Conjure Strike WoW5eRPG
Create or Destroy Water
Death Coil Modified
Death Pact WoW5eRPG
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Fade WoW5eRPG
Fear Ward WoW5eRPG
Flash of Light Modified
Flash of Shadow WoW5eRPG
Guiding Bolt
Holy Light Modified
Inner Fire WoW5eRPG
Mind Blast WoW5eRPG
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Renewing Light WoW5eRPG
2ND LEVEL
Aid – Power Word Fortitude
Augury
Banishment Modified
Blindness/Deafness
Calm Emotions
Continual Flame
Denounce WoW5eRPG
Enhance Ability – Blessing of
Strength/Agility, etc.
Exorcism WoW5eRPG
Find Traps
Gentle Repose
Hold Modified
Holy Fire WoW5eRPG
Lesser Restoration
Locate Object
Mana Burn WoW5eRPG
Mind Spike XGtE
Mute WoW5eRPG
Orb of Annihilation WoW5eRPG
Prayer of Healing
Protection from Poison
Shackle Evil WoW5eRPG
Shadow Word: Pain WoW5eRPG
Shadow Word: Death WoW5eRPG
Silence
Spiritual Weapon
Warding Bond
Unholy Frenzy WoW5eRPG
Zone of Truth
BACKGROUND
PREPARING AND CASTING SPELLS
Each priest level provides you with 1 caster level in the priest class. You follow the normal
progression to unlock spell levels (see the table under the Mana section). You prepare the list
of priest spells that are available for you to cast, choosing from the priest spell list. You can
also change your list of prepared spells by consulting your libram (treat as a spellbook) after a
long rest. Preparing a new list of priest spells requires time spent in study: at least 1 minute
per spell level for each spell on your list.
SPELLCASTING ABILITY
Spirit is your spellcasting ability for your priest spells, since you learn your priest spells
through dedication to a higher force. You use your Spirit whenever a spell refers to your
spellcasting ability. In addition, you use your Spirit modifier when setting the saving throw
DC for a priest spell you cast and when making an attack roll with one.
Spells save DC = 8 + your proficiency bonus + your Spirit modifier
Spell attack modifier = your proficiency bonus + your Spirit modifier
PRIESTHOOD SPELLS
Each priesthood has a list of spells—its priesthood spells— that you gain at the priest levels
noted in the priesthood description. Once you gain a priesthood spell, you always have it
prepared, and it does not count against the number of spells you can prepare each day. If you
have a priesthood spell that does not appear on the priest spell list, the spell is nonetheless a
priest spell for you.
SPELLBOOK – LIBRAM
At 1st level, your libram contains six 1st-level priest spells of your choice. When you level
up, you gain 2 additional priest spells of your choice. You may also acquire new spells by
research, tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can
cast. Your libram is effectively your spellbook, and you may add spells by scribing in your
insights regarding the secrets of the powers you serve.
SPELLCASTING FOCUS
You can use your holy symbol as a spellcasting focus for your priest spells.
Shot Array
Frost Shot (level 1). Your shots are infused with freezing cold. They deal 1d6 extra cold
damage, and chill the target for until the start of your turn in the next round.
Searing Shot (level 1). Your shots are infused with searing flame. They deal 1d6 extra fire
damage. The searing shot adds +1 to your attack roll if shot at a target beyond optimal range
of your weapon.
Stopping Shot (level 1). If you use this shot as a held action, this deals damage normally, and
reduces the creature’s move speed to 0, and knocks them prone if they used the Dash action.
On a successful Stamina saving throw, their speed is instead reduced by half.
Tranquilizing Shot (level 1). Your shot are enhanced with a sleeping agent. If you strike an
enemy with this hit, roll 5d8. If the total number is equal to or less than the target’s current hit
points, they fall unconscious for one minute. A sleeper may be awakened if taking damage or
when targeted with an action (like shaking or slapping them). Undead and creatures immune
to being charmed are immune to this effect. A creature may roll a Stamina saving throw to
reduce the duration of sleep to one round.
Viper Shot (level 1). Your arrow is enchanted with an anti-magic agent. If you strike an
enemy with this hit, they lose 1d2 mana points. For every mana point lost, the target takes 2
points of arcane damage. This damage is halved on a successful Spirit saving throw. This is
otherwise treated as mana burn (as the spell).
Arcane Shot (level 2). Your shots are transformed into missiles made of pure force, dealing
an additional 1d4 points of arcane damage. If the creature you successfully shoot has the
benefits of a beneficial spell, it is also subjected to a 1st-level dispel magic spell. This allows
you to remove 0-level spells, and must make an ability check versus a spell level of 1 or
above. This dispel effect cannot dispel a spell level higher than that of Arcane Shot.
Kill Shot (level 2). Your shot is unusually successful against wounded targets. If the attack is
successful and the target's remaining hit points are less than 25%, this attack is treated as a
critical hit. After being affected by this attack, a creature cannot be affected again for 24
hours.
Scorpid Shot (level 2). Your shot is enhanced with a venomous agent. If you strike an enemy
with this shot, they are poisoned. The effect remains for one minute. On a successful Stamina
saving throw, the enemy negates this effect.
Wing Clip Shot (level 2). Your arrow is enchanted to strike a creature’s hamstring or
movement joint. If you strike an enemy with this hit, they take an additional 1d6 weapon
damage, have their speed reduced by 10 feet, and can’t take reactions until the start of their
next turn.
Wyvern Shot (level 3). Your arrow is enchanted with a debilitative agent. If you strike an
enemy with this hit, you reduce the target’s maximum hit points by 3d4 for one hour. This
damage to hit points is halved on a successful Stamina saving throw. A creature cannot be
affected by this more than once at any given hour, and when the duration ends, their
maximum is restored. If a creature’s maximum is reduced below their current hit points, the
excess is treated as temporary hit points (if the maximum is restored, these temporary hit
points return to be actual hit points).