Priest Archetype
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Turning/Control Undead:
2nd Edition: Use turning table, unlimited uses per day but 1 use per target or group. Roll above the number listed to turn 2d6 creatures (lowest to highest HD priority). D=automatic Destroy, T=automatic Turn and stay away more than 10’. Evil priests can control up to 12 undead. For them, T result means the undead follows specific commands, where D means they are completely owned by the priest. Evil Priests may be able to turn Paladins using the chart at -3 their level. Paladins cannot be destroyed by a turning attempt. At least not usually.
Type or Hit Dice Level of Priest†
of Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14-15 16-17 18-19 20-21 ***
-----------------------------------------------------------------------------------------------
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D* D* D* D* D*
Zombie 13 10 7 4 T T D D D* D* D* D* D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D D* D* D* D* D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D* D* D* D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D* D* D* D* D*
Ghast -- 20 19 16 13 10 7 4 T T D D D* D* D* D*
Wraith or 6 HD -- -- 20 19 16 13 10 7 4 T T D D D* D* D*
Mummy or 7 HD -- -- -- 20 19 16 13 10 7 4 T T D D D* D*
Spectre or 8 HD -- -- -- -- 20 19 16 13 10 7 4 T T D D D*
Vampire or 9 HD -- -- -- -- -- 20 19 16 13 10 7 4 T T D D
Ghost or 10 HD -- -- -- -- -- -- 20 19 16 13 10 7 4 T T D
Lich or 11+ HD -- -- -- -- -- -- -- 20 19 16 13 10 7 4 T T
Special 1 ** -- -- -- -- -- -- -- -- 20 19 16 13 10 7 4 T
Special 2 ** -- -- -- -- -- -- -- -- -- 20 19 16 13 10 7 4
Special 3 ** -- -- -- -- -- -- -- -- -- -- 20 19 16 13 10 7
Special 4 ** -- -- -- -- -- -- -- -- -- -- -- 20 19 16 13 10
Special 5 ** -- -- -- -- -- -- -- -- -- -- -- -- 20 19 16 13
Special 6 ** -- -- -- -- -- -- -- -- -- -- -- -- -- 20 19 16
Special 7 ** -- -- -- -- -- -- -- -- -- -- -- -- -- -- 20 19
*** -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 20
*An additional 2d4 creatures of this type are turned.
**Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
*** The table can be extended both along the Undead Type axis and the Priest Level Axis following the progression shown.
†Paladins turn undead as priests who are two levels lower.
Alternate Turning/Control Powers: Some deities grant powers that mimic the Turn/Control Undead chart but affect other types of targets or have different effects. Check with DM if playing a priest of such deities.
Spontaneous Caster Options and Spell lists from other Editions: In 3.5/Pathfinder most divine casters got 9 levels of spells and some variations of divine casters were sorcerer-styled spell casters with a limited list of known spells. 5th Edition changed the formula a little bit with prepared spells not being used up, but simply the list of spells you can use your spell slots for. The divine casters in these editions also usually get some kind of special powers at certain levels. You’d need to negotiate (more like beg) with the DM about allowing such heretics into the game but this is Renedge, so it is possible.
Substituting Heal/Harm spells for other spells (ala 3.x/Pathfinder): No.
Specialty Priest: Restrictions of spell access by major/minor spheres depends on the deity worshipped. May use special favored weapon(s) according to deity. May have other special abilities based on deity. May have armor or weapon restrictions or other restrictions as appropriate. Might turn undead, or control undead or neither. DM will have details on what deity and requirements for being a specialty priest.
Priest Spell Level
Level 1 2 3 4 5 6 7
-----------------------------------
1 1 -- -- -- -- -- --
2 2 -- -- -- -- -- --
3 2 1 -- -- -- -- --
4 3 2 -- -- -- -- --
5 3 2 1 -- -- -- --
6 4 3 2 -- -- -- --
7 4 3 2 1 -- -- --
8 5 4 3 2 -- -- --
9 5 4 3 2 1 -- --
10 6 5 4 3 2 -- --
11 6 5 4 3 2 1 --
12 7 6 5 4 3 1 --
13 7 6 5 4 3 2 --
14 7 6 5 4 3 2 1
15 8 7 6 5 4 2 2
16 8 7 6 5 4 3 2
17 8 7 6 5 4 3 3
18 8 7 6 5 4 4 3
19 8 8 7 6 5 4 3
20 8 8 8 6 6 4 4
21 +1 to 1-3
22 +1 to 4&5
23 +1 to 6&7
24+ Repeat pattern 21-23
(Alternate) You could play a Specialty Priest of Nature and call it a Druid if the Druid rules are too specific or wonky for your concept.
Druid Spell Level
Level 1 2 3 4 5 6 7
-----------------------------------
1 2 -- -- -- -- -- --
2 2 1 -- -- -- -- --
3 3 2 1 -- -- -- --
4 4 2 2 -- -- -- --
5 4 3 2 -- -- -- --
6 4 3 2 1 -- -- --
7 4 4 3 1 -- -- --
8 4 4 3 2 -- -- --
9 5 4 3 2 1 -- --
10 5 4 3 3 2 -- --
11 5 5 3 3 2 1 --
12 5 5 4 4 3 2 1
13 6 5 5 5 4 3 2
14 6 6 6 6 5 4 3
15+ 6 6 6 6 6 6 6 Druid Granted powers: Saving Throws: +2 vs Fire and Electrical (these may vary based on concept.. For example: arctic druids my have bonus vs Cold) Speak the secret language of the Druids.
At 3rd Level:
Identify plants and animals with perfect accuracy.
Pass through overgrown areas at full movement without leaving a trail.
Speak the language of woodland creatures - one specific spoken language every level starting at 3rd.
At 7th Level:
Immune to charm effects of woodland creatures.
Wildshape - Turn into a bird, aquatic animal or land animal each once a day each. Regain 10-60% of HP when shifting to and from these forms. These can be any “normal” animal, from bullfrog to bear, etc (use the animals stat blocks for combat). Clothing and items held in each hand meld into form and cannot be used.
At 12th Level:
Gain title of “Druid”. Prior levels were just the “Initiate” phase.
Gain 3 underlings of variable level depending on circumstances, questing and RP.
At 13th Level: Gain Title of “Archdruid” and get better underlings
At 14th Level: Gain Title of “Great Druid” and get better underlings
At 15th Level: Gain Title of “Grand Druid” and get better underlings
At 16th Level: Chuck all this title nonsense and go back to adventuring as a “Hierophant”
Immune to all natural poisons
Not subject to penalties from aging
Alter appearance at will and the changes are physical (only seen through by True Seeing)
At 17th Level:
Hibernate: aging ceases while hibernating.
Travel to and survive in the Elemental Plane of Earth at will (1 round) and return Summon Water elementals
At 18th Level:
Travel to and survive in the Elemental Plane of Fire at will (1 round) and return Summon Air Elementals
At 19th Level:
Travel to and survive in the Elemental Plane of Water at will (1 round) and return Summon Fire elementals
At 20th Level:
Travel to and survive in the Elemental Plane of Air at will (1 round) and return Summon Earth elementals
At 21st Level Enter the Paraelemental Planes, Summon Shadow creatures
At 22nd level Enter the Plane of Shadow, Summon Para-elementals
At 23rd level Enter Transitive plane (Ethereal) or Concordant Opposition
At 24rth Level Enter the Positive Elemental plane.
At 25th Enter any Inner Plane
The priest is a believer and advocate of a god from a particular mythos. More than just a follower, he intercedes and acts on behalf of others, seeking to use his powers to advance the beliefs of his mythos.
2nd Edition Player's Handbook
Common abilities
3 Weapon Proficiencies to start. 1 WP every 3 levels. 8 HP/level + bonus HP until 10th level. 2 HP/level at 11+. THAC0 progression: -2 every 3 levels. 3 Non-weapon Proficiencies to start. 1 NWP every 3 levels. Uses Wisdom for bonus spells.Turning/Control Undead:
2nd Edition: Use turning table, unlimited uses per day but 1 use per target or group. Roll above the number listed to turn 2d6 creatures (lowest to highest HD priority). D=automatic Destroy, T=automatic Turn and stay away more than 10’. Evil priests can control up to 12 undead. For them, T result means the undead follows specific commands, where D means they are completely owned by the priest. Evil Priests may be able to turn Paladins using the chart at -3 their level. Paladins cannot be destroyed by a turning attempt. At least not usually.
Type or Hit Dice Level of Priest†
of Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14-15 16-17 18-19 20-21 ***
-----------------------------------------------------------------------------------------------
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D* D* D* D* D*
Zombie 13 10 7 4 T T D D D* D* D* D* D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D D* D* D* D* D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D* D* D* D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D* D* D* D* D*
Ghast -- 20 19 16 13 10 7 4 T T D D D* D* D* D*
Wraith or 6 HD -- -- 20 19 16 13 10 7 4 T T D D D* D* D*
Mummy or 7 HD -- -- -- 20 19 16 13 10 7 4 T T D D D* D*
Spectre or 8 HD -- -- -- -- 20 19 16 13 10 7 4 T T D D D*
Vampire or 9 HD -- -- -- -- -- 20 19 16 13 10 7 4 T T D D
Ghost or 10 HD -- -- -- -- -- -- 20 19 16 13 10 7 4 T T D
Lich or 11+ HD -- -- -- -- -- -- -- 20 19 16 13 10 7 4 T T
Special 1 ** -- -- -- -- -- -- -- -- 20 19 16 13 10 7 4 T
Special 2 ** -- -- -- -- -- -- -- -- -- 20 19 16 13 10 7 4
Special 3 ** -- -- -- -- -- -- -- -- -- -- 20 19 16 13 10 7
Special 4 ** -- -- -- -- -- -- -- -- -- -- -- 20 19 16 13 10
Special 5 ** -- -- -- -- -- -- -- -- -- -- -- -- 20 19 16 13
Special 6 ** -- -- -- -- -- -- -- -- -- -- -- -- -- 20 19 16
Special 7 ** -- -- -- -- -- -- -- -- -- -- -- -- -- -- 20 19
*** -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 20
*An additional 2d4 creatures of this type are turned.
**Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
*** The table can be extended both along the Undead Type axis and the Priest Level Axis following the progression shown.
†Paladins turn undead as priests who are two levels lower.
Alternate Turning/Control Powers: Some deities grant powers that mimic the Turn/Control Undead chart but affect other types of targets or have different effects. Check with DM if playing a priest of such deities.
Spontaneous Caster Options and Spell lists from other Editions: In 3.5/Pathfinder most divine casters got 9 levels of spells and some variations of divine casters were sorcerer-styled spell casters with a limited list of known spells. 5th Edition changed the formula a little bit with prepared spells not being used up, but simply the list of spells you can use your spell slots for. The divine casters in these editions also usually get some kind of special powers at certain levels. You’d need to negotiate (more like beg) with the DM about allowing such heretics into the game but this is Renedge, so it is possible.
Substituting Heal/Harm spells for other spells (ala 3.x/Pathfinder): No.
Class-specific abilities
Cleric:
Major access to Spells from all Spheres except Plant, Animal, Weather and Elemental. Minor Access to Elemental sphere. Turn Undead. Blunt weapons only. Can use any Armor and Shields. Attracts followers at 8th level (20-200 0th-level soldiers usually). Followers might improve with RP and questing. Can establish a stronghold or other structure at 9th level.Specialty Priest: Restrictions of spell access by major/minor spheres depends on the deity worshipped. May use special favored weapon(s) according to deity. May have other special abilities based on deity. May have armor or weapon restrictions or other restrictions as appropriate. Might turn undead, or control undead or neither. DM will have details on what deity and requirements for being a specialty priest.
Priest Spell Level
Level 1 2 3 4 5 6 7
-----------------------------------
1 1 -- -- -- -- -- --
2 2 -- -- -- -- -- --
3 2 1 -- -- -- -- --
4 3 2 -- -- -- -- --
5 3 2 1 -- -- -- --
6 4 3 2 -- -- -- --
7 4 3 2 1 -- -- --
8 5 4 3 2 -- -- --
9 5 4 3 2 1 -- --
10 6 5 4 3 2 -- --
11 6 5 4 3 2 1 --
12 7 6 5 4 3 1 --
13 7 6 5 4 3 2 --
14 7 6 5 4 3 2 1
15 8 7 6 5 4 2 2
16 8 7 6 5 4 3 2
17 8 7 6 5 4 3 3
18 8 7 6 5 4 4 3
19 8 8 7 6 5 4 3
20 8 8 8 6 6 4 4
21 +1 to 1-3
22 +1 to 4&5
23 +1 to 6&7
24+ Repeat pattern 21-23
Druid:
Armor and shields only made from natural materials only (using metal armor or shields would breach ethos). Limited weapons allowed: club, sickle, dart, spear, dagger, scimitar, sling and staff. Spells: Major access to All, Animal, Elemental, Healing, Plant, Weather. Minor access to Divination. Other Spheres maybe available depending on concept and local nature gods, etc. Wildshape. May take animals as followers or henchmen. Cannot turn undead. Might have to fight/replace higher level druids or something like that to gain levels in certain cultures. Druids Cast spells from their own spell list (see Druid’s handbook/1st edition AD&D list. They may additionally add spells from any edition denoted as druid spells specifically.(Alternate) You could play a Specialty Priest of Nature and call it a Druid if the Druid rules are too specific or wonky for your concept.
Druid Spell Level
Level 1 2 3 4 5 6 7
-----------------------------------
1 2 -- -- -- -- -- --
2 2 1 -- -- -- -- --
3 3 2 1 -- -- -- --
4 4 2 2 -- -- -- --
5 4 3 2 -- -- -- --
6 4 3 2 1 -- -- --
7 4 4 3 1 -- -- --
8 4 4 3 2 -- -- --
9 5 4 3 2 1 -- --
10 5 4 3 3 2 -- --
11 5 5 3 3 2 1 --
12 5 5 4 4 3 2 1
13 6 5 5 5 4 3 2
14 6 6 6 6 5 4 3
15+ 6 6 6 6 6 6 6 Druid Granted powers: Saving Throws: +2 vs Fire and Electrical (these may vary based on concept.. For example: arctic druids my have bonus vs Cold) Speak the secret language of the Druids.
At 3rd Level:
Identify plants and animals with perfect accuracy.
Pass through overgrown areas at full movement without leaving a trail.
Speak the language of woodland creatures - one specific spoken language every level starting at 3rd.
At 7th Level:
Immune to charm effects of woodland creatures.
Wildshape - Turn into a bird, aquatic animal or land animal each once a day each. Regain 10-60% of HP when shifting to and from these forms. These can be any “normal” animal, from bullfrog to bear, etc (use the animals stat blocks for combat). Clothing and items held in each hand meld into form and cannot be used.
At 12th Level:
Gain title of “Druid”. Prior levels were just the “Initiate” phase.
Gain 3 underlings of variable level depending on circumstances, questing and RP.
At 13th Level: Gain Title of “Archdruid” and get better underlings
At 14th Level: Gain Title of “Great Druid” and get better underlings
At 15th Level: Gain Title of “Grand Druid” and get better underlings
At 16th Level: Chuck all this title nonsense and go back to adventuring as a “Hierophant”
Immune to all natural poisons
Not subject to penalties from aging
Alter appearance at will and the changes are physical (only seen through by True Seeing)
At 17th Level:
Hibernate: aging ceases while hibernating.
Travel to and survive in the Elemental Plane of Earth at will (1 round) and return Summon Water elementals
At 18th Level:
Travel to and survive in the Elemental Plane of Fire at will (1 round) and return Summon Air Elementals
At 19th Level:
Travel to and survive in the Elemental Plane of Water at will (1 round) and return Summon Fire elementals
At 20th Level:
Travel to and survive in the Elemental Plane of Air at will (1 round) and return Summon Earth elementals
At 21st Level Enter the Paraelemental Planes, Summon Shadow creatures
At 22nd level Enter the Plane of Shadow, Summon Para-elementals
At 23rd level Enter Transitive plane (Ethereal) or Concordant Opposition
At 24rth Level Enter the Positive Elemental plane.
At 25th Enter any Inner Plane
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