Priest in Azeroth | World Anvil
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Priest

A human walks before his fellow soldiers, reciting prayers and putting blessings on their weapons. He doesn't have the heart to tell them this ceremony is pointless, but it bolsters their resolve. Later he will be tending the wounds of the few who survive this battle.   A forsaken creeps into the pumpkin patch in the dead of night. She used to be a paragon of righteousness, now she is a loyal servant to the dark whispers who never leave her. The scarlet crusade relies on these pumpkins for food, she'll curse them to inflict only suffering.   A night elf raises her hand, and her sisters all stop in their tracks. Something is amiss, she motions for her sisters to spread out and sweep forward. There are demons nearby, their prey is found. She utters a small prayer to Elune and readies her bow.   Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes, smiting them with holy fury. As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them.

Creating a Priest

blah   Table: Priest
Level Proficiency Bonus Features Cantrips Known Mana Points Max Spell Level
1st +2 Faith, Spellcasting 3 4 1st
2nd +2 Invoke Faith (1/rest), Faith Feature 3 6 1st
3rd +2 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 Faith Power (1st) 4 27 3rd
6th +3 Invoke Faith (2/rest), Faith Feature 4 32 3rd
7th +3 4 38 4th
8th +3 Ability Score Improvement, Faith Feature, Faith Power (2nd), Spelldriver 4 44 4th
9th +4 4 57 5th
10th +4 Desperate Prayer 5 64 5th
11th +4 Faith Power (3rd) 5 73 6th
12th +4 Ability Score Improvement 5 73 6th
13th +5 5 83 7th
14th +5 Faith Power (4th) 5 83 7th
15th +5 5 94 8th
16th +5 Ability Score Improvement 5 94 8th
17th +6 Faith Feature, Faith Power (5th) 5 107 9th
18th +6 Invoke Faith (3/rest) 5 114 9th
19th +6 Ability Score Improvement 5 123 9th
20th +6 Desperate Prayer Improvement 5 133 9th

Class Features

As a priest you gain the following class features.

Hit Points

Hit Dice: 1d6 per priest level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per priest level after 1st

Proficiencies

Armor: None
Weapons: All simple melee weapons and wands
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a mace
  • (a) a wand or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A holy symbol

Faith

Choose one faith from the following list: Arcane, Death, Discipline, Forge, Grave, Knowledge, Life, Light, W, Nature, Shadow, Sun, Tempest, Trickery, or War. Each faith is detailed at the end of the class description. Your choice of faith grants you faith spells and other features when you choose it at 1st level. It also grants you your Invoke Faith effect when you gain that feature on 2nd level, and additional features at 2nd, 6th, 8th, and 17th levels.

Faith Spells

Each faith has a list of spells—its faith spells—that you gain at the priest levels noted in the faith description. Once you gain a faith spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a faith spell that doesn’t appear on the priest spell list, the spell is nonetheless a priest spell for you.

Spellcasting

As a person of faith, you can cast priest spells. See chapter 11 for the general rules of spellcasting and chapter 12 for the priest spell list.

Cantrips

At 1st level you know three cantrips of your choice from the priest spell list. You learn one additional priest cantrip of your choice at levels 4th and 10th.

Preparing and Casting Spells

You gain a pool of 4 mana points that you can use to cast spells. To cast one of these spells you expend a number of mana points as part of the action to cast the spell to create a spell slot of a given level as indicated on Table: Mana Point Cost, and then use that slot to cast a spell. You can’t reduce your mana point total to less than 0, and you regain all spent mana points when you finish a long rest.

The number of mana points you have to spend increases as you gain levels in this class, as shown in the Mana Points column on Table: Priest. Your priest level also determines the maximum level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells equal to your Wisdom modifier + your priest level (minimum of one spell). The spells must be of a level for which you can turn into spell slots.

For example, if you're a 3rd level priest the highest level spell you can cast is 2nd level. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from the priest spell list. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell you are adding to your list.

Table: Mana Point Cost
Spell Level Point Cost Spell Level Point Cost
1st 2 6th 9
2nd 3 7th 10
3rd 5 8th 11
4th 6 9th 13
5th 7

Casting Spells of 6th level and Higher

Spells of 6th level and higher are particularly taxing to cast. You can use mana points to create one slot of each level of 6th level or higher. You can’t create another slot of the same level until you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your priest spells, since your power comes from your belief and devotion to your faith. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell on your spell list. You don't need to have the spell prepared.

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your priest spells.

Invoke Faith

At 2nd level, you gain the ability to invoke your belief into a force that can affect the world around you. The effect of this invocation is determined by your faith. You must then finish a short or long rest to use your Invoke Faith again. Some Invoke Faith effects require saving throws. When you use such an effect from this class, the DC equals your priest spell save DC.

Beginning at 6th level, you can use your Invoke Faith twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Invoke Faith: Spiritual Renewal

You can expend a use of your Invoke Faith to fuel your spells. As a bonus action you touch your holy symbol, utter a prayer, and regain 2 points of expended mana.

Ability Score Improvement

At 4th level, and again at levels 8th, 12th, 16th, and 19th you may choose to increase one ability score by 2, two ability scores by 1, or gain a feat. As normal, you may not improve an ability score above 20 using this feature.

Faith Power

Starting at 5th level the power of your faith allows you to perform feats of magic without expending mana points. You gain 1 Faith Slot which can be converted into a 1st level spell slot and used to cast any of your 1st level faith spells. You recover this Faith Slot when you finish a long rest.

At 8th level this Faith Slot can be converted into a 2nd level slot, a 3rd level slot at 11th level, a 4th level slot at 14th level, and a 5th level slot at 17th level. A Faith Slot may be converted into a spell slot of the highest available level or any spell slot level lower than that. The Faith Slot is converted into the spell slot as part of the action used to cast the spell.

Spelldriver

By 8th level, through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn, but you may not cast more than one 3rd level or higher spell per turn.

Desperate Prayer

Beginning at 10th level, in the face of crisis you can make a desperate prayer to your faith, in an attempt to affect change in the world and perform a miracle.

Making a desperate prayer requires an action. Describe the kind of miracle you wish to see, which must be related in some way to your faith, and roll percentile dice. If you roll a number equal to or lower than your priest level, your desired change starts to take effect. The DM chooses the final nature of the change, and while the initial effect should keep relatively in line with the priest’s wishes the ramifications are entirely up the DM. The initial effect should in some way be replicable by or related to a priest spell or priest feature, unless the DM prefers otherwise.

If you successfully contact your faith with your desperate prayer, you can not do so again until you spend 7 days of downtime resting. Otherwise, you can attempt to do so again after you finish a long rest.

At 20th level, making a desperate prayer to your faith succeeds automatically, no roll required.

Faiths

A priest is defined by their devotion to a belief; be it of a higher power such as a god, a philosophy, or in themself or others. To a priest faith is a most powerful tool. But as the backgrounds of a priest can be varied, so too are the faiths that one can have. In the world of warcraft some faiths listed below are associated with gods, while others are not. Some priests of a faith associated with a god may still belief in the faith but not worship the god. Your priest might even follow a faith and worship a god not typically associated with that faith, or even an obscure or new god altogether. Your belief in your faith and the god you worship, if any, are detached and both entirely up to you.

Arcane Faith

Magic is an energy that suffuses the universe and that fuels both destruction and creation. Priests of the Arcane seek the secrets of the arcane, and desire to intimately understand the potential of magic and its power. Some of these priests see magical knowledge as a great responsibility that comes with a special understanding of the nature of reality. Others see magic as pure power, a tool to be used as they see fit. Other than the Titans and the Dragon Aspect of magic, there are no real gods who inspire this faith, and most who take up the faith do so philosophically. The majority of the priests of the arcane faith come from the Kirin Tor, though many of them are also elves, gnomes, and goblins.

Death Faith

The death faith is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Inspired by insidious forces like the Cult of the Damned and the Old Gods, demon worshipers, some Loa spirits, and various minor gods, followers of the death faith include necromancers, death knights, liches, warlocks, and cultists. Priests of Death seek to destroy life, create suffering, and enslave others into service or torment.

Discipline Faith

Priests who following the faith and tenants of discipline are very orderly, reserved, and restrained. They often take personal vows they hold sacred, such as vows of poverty, abstinence, chastity, etc; though this is not always the case. Their faith is very much a philosophical one, believing that true enlightenment can only be obtained by a balanced and reserved heart, mind, body, and soul. They often eschew luxuries and comforts of the body and mind, and the worst of them will try to force such practices on their companions as well. Their belief in their faith and sheer force of will proves that one can go without and still succeed.

Forge Faith

Priests of the forge faith are often artisans of a craft, often one working with metal. Inspired foremost by the Titans, most Priests of the Forge are also dwarves, and these priests believe that with patience and hard work even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Some priests of the forge faith might search for objects lost to the forces of darkness, liberate mines overrun by monsters, or uncover rare and wondrous materials necessary to create powerful items.

Grave Faith

Priests of the grave faith walk the line of life and death. To them, death is as fundamental, natural, and sacred as life. They believe to desecrate the peace of the deceased is evil. Inspired by various minor gods, Loa spirits, or just philosophy, Priests of the Grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. They also have the power to stave off death, a blessing they bestow upon those whom they believe still have a great labour to complete in this world. Though the priest of the grave faith understands, and will often try to help others understand, this is a delay of death and not a denial of it; death comes for us all and we will all eventually pay our due.

Knowledge Faith

There are few actual gods that inspire faith in knowledge, rather faith in knowledge is often a philosophy held by priests. Recently, with the rediscovery of the Titans, the knowledge faith has been applied to some of them. The knowledge faith is most common among the Kirin Tor, the blood and high elves, dwarves, gnomes, and goblins. Those of the knowledge faith value learning and understanding above all. Some priests believe that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Other priests hoard knowledge and keep its secrets to themselves. And some priests believe that they will gain tremendous power if they unlock the secrets of the universe. Priests of Knowledge study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Many knowledge priests are also inventors, professors, doctors, or scientists.

Life Faith

The faith of life is a common one, focusing on the vibrant positive energy that sustains all life. The gods who inspire the life faith include the likes of Elune, the Earth Mother, the Loas, the Titans, various Wild Gods, and other minor gods and demigods. The Holy Light also inspires the life faith. The life faith promotes vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. While a simple faith, it is no less potent in the power it grants its priests. In recent times Priests of Life have been called to the front of wars to heal the brave soldiers, and prevent their deaths for just a moment longer. As a result, priests of the faith of life have been trained for combat.

Light Faith

The faith of light, more commonly known as the faith of the Holy Light, is a philosophy of honesty, self sacrifice, and standing against the darkness. Not all who practice this faith are good, as made evident by the Scarlet Crusade, but most who do try to be. Inspired by the likes of the Titans and the Naaru, priests of the light faith heal the good and harm the wicked.

Moon Faith

The faith of the moon is an old one, and not widely practiced outside of a few cultures. Inspired by gods like Elune and Mu’Sha, and the Titan Eonar, priests of the moon faith are often warrior priests. Moon priests use subtlety, archery, and guerrilla tactics to safeguard their faith, their homes, and their culture. Among the oldest faiths in Azeroth, as old as the Kaldorai culture itself, members of the moon faith are often reserved, guarded, or jaded around followers of newer or more destructive faiths and cultures. Table: Moon Faith Spells
Priest Level Spells
1st Faerie Fire, Hunter's Mark
3rd Invisibility, Moonbeam
5th Conjure Barrage, Flame Arrows
7th Freedom of Movement, Greater Invisibility
9th Starfall, Swift Quiver

Bonus Proficiencies

When you choose this faith at 1st level, you gain proficiency in the Stealth skill, light and medium armor, and with the shortbow and longbow.

Shoot on the Run

At 1st level, you gain the Archery fighting style which grants a +2 bonus to attack rolls you make with ranged weapons. Additionally, you can now take the Disengage action as a bonus action.

Invoke Faith: Strike Far and True

Starting at 2nd level, you can invoke your faith to ensure your arrows always find their mark.

As an action make an attack with a ranged weapon you are proficient with. If the attack is made within its normal range increment, it is made with advantage. If the attack is made within its maximum range increment, it is made without disadvantage. If the attack hits, it deals additional damage based on your character level. The additional damage is 1d4, and then increased to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Owl Scout

At 6th level you may cast the spell Find Familiar as a 1st level spell without expending any mana and without expending any material components. When you do, your familiar takes the form of an owl and its type is celestial. You may not use this feature to change the familiars form or type.

Faith Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Fatal Cresent

Starting at 17th level, you may use a bonus action to imbue a shortbow or longbow you touch with the light of the moon for one minute. For the duration, when you make an attack with the weapon you may add your Wisdom modifier to either the attack roll or damage roll. You may choose to use this feature before or after the roll, but before any effects of the roll are determined.

Additionally, a creature hit by this weapon gives off bright light out to 10 feet and dim light out to another 10 feet for 1 hour. If the creature was invisible, it is no longer so and can not be again until the light fades. If the creature was shapeshifted, it must succeed a Constitution save or revert to its true form and can not shapeshift again until the light fades.

You may use this feature again after a short or long rest.

Nature Faith

The faith of nature is far more common outside of the more modern cities of the younger races. In the wilds, among ancient cultures, the nature faith finds a way. From the sun and moon goddesses, An’She, Elune, and Mu’Sha, to the Wild Gods, Loas, and numerous minor gods and demigods, the faith of nature is one of the oldest in Azeroth. Priests of nature are often mistaken as druids, who share similar goals and practices. Priests of the nature faith, like druids, revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. Others might champion their deity and take a more active role in advancing the interests of a particular nature god. These priests might hunt the evil monsters that despoil the wilds, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Shadow Faith

Of all the faiths in Azeroth, few are as insidious, irredeemable, and insane as the faith of shadow. Leave behind all reason, abandon your sanity, and embrace the darkness. Priests of the shadow faith are all mad, or soon to be, as they come face to face with dark truths no one wants to hear, invite in the whispers in the dark, and draw power from the chaotic destructive Void itself. Inspired by truly horrific demons, the cruel Old Gods, and a few Loa spirits, shadow priests pay the price of power with their minds. Can you hear the voices that give them purpose? Do you know why they laugh at the cruelty of reality? Do you want to know the truth? They’ll tell you, but then you’ll go mad too.

Sun Faith

Many faiths promote ideals of rebirth, renewal, truth, vigilance, and beauty, often using the symbol of the sun or light. Inspired by An’she, various Loa spirits and Wild Gods, Titans, the Dragon Aspects, various minor gods and demigods, and The Holy Light, Priests of the Sun seek to uncover deception and banish the darkness. They believe that art is a vehicle for the soul’s enlightenment, and that the wicked must be purged in holy fire. They despise the undead and demons, and seek to root them out from this world. Taken to its extreme, priests of the sun faith can be overzealous and demonize everything that does not fit into their perfect world.

Tempest Faith

Inspired notably by the Titans, the Sky Father and Earth Mother, various Wild Gods, Loa spirits, and minor gods, Priests of Tempest control the primal elements of storm earth and fire. Some priests extol physical strength, violence, and courage. Others use their powers to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices to ward off divine wrath. Others still use this power to preserve a balance of the primal forces, and of nature and civilization.

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