The priest is the noncombatant counterpart to the cleric. He is an ecclesiastical scholar in service of a particularly deity, almost always living in a temple or monastery and serving as the spiritual leader of the local community. He has few combat skills, but his connection with his patron deity and his prestige in the community are powerful in their own right.

Adventures: Priests prefer a peaceful life of quiet reflection and study cloistered away in their abbeys. They generally leave the adventuring to the clerics, who are trained for life in the field. Priests form the hierarchy of the church, and they usually assign missions to others of the faithful rather than undertake the task themselves; however, they may occasionally receive instructions from their deity to perform some sort of ordeal personally, thrusting them into the outer world.

Characteristics: Priests are adept in divine magic, though they are far more focused on their deity's particular domains than the average divine spellcaster. They are very knowledgeable with a large number of more technical skills, but they are poor fighters.

Alignment: Priests may be of any alignment, though they must be within one step of their deity's alignment. A priest may not be neutral unless his deity is also neutral.
    Priests are most common amongst the followers of good or lawful deities, as the followers of evil deities prefer to take a more direct approach, and the followers of chaotic deities seldom have the desire to study and reflect.

Religion: Priests may be of any religion, but they are always ordained members of an organized religion. The majority of priests devote themselves to a particular patron deity, though some dedicate themselves to a pantheon rather than an individual. Some churches may worship an entire pantheon, but priests of that church may still be devoted to an individual deity. Priests who serve more than one deity may not ever serve deities from multiple pantheons, even if another class would allow them to do so.

Background: Priests typically belong to monastic orders as recluses and scribes or belong to clerical orders serving as local spiritual leaders. Their life is customarily spent within the quiet confines of a temple or monastery. They generally are required to maintain their own temples, abbeys, or monasteries, and so have some craft skills to perform the needed repairs. Priests serve to form a sense of continuity and permanence to those around them, conducting the daily tasks required by faith: prayers and rituals, rites and ceremonies, sermons, the teaching of theology and doctrine, watching over the flock, and bringing new believers into the fold.
    Priests seldom have the power to decide their own agendas. They must follow the hierarchical orders and directives of their church. While falling out with one's church may not alienate you from your deity, you may lose your support and following among the faithful.

Races: Priests may be of any race, but they are most common amongst the followers of good and lawful deities.

Using Priests: Priests are suggested primarily for use in an urban campaign as an alternative to the cleric. Clerics are well suited to combat and righteous warfare, but a priest is better able to cultivate the connections within a community necessary to lead a church in an community. Priests are probably best suited as NPCs forming the bulk of a religion's official leadership, but they function well for players too.
    In an adventuring group, priests fill a role similar to that of the cleric. They generally server as the primary healer, but their domain selections will affect exactly how their role is defined. As essentially a variant of cleric, DMs should disallow multiclassing with cleric as they would between different types of specialist wizard.
    In Playground, priests are almost unheard of outside of cities. They rarely adventure, if ever. The largest number of priests are found in service to the Amensian Pantheon, whose decidedly lawful nature naturally gives rise to the hierarchy which most priests prefer. A significant number of priests may also be found in service of the deities of the Blood Pact and in the service of Eul. Few other deities have large organized religions which would attract followers of the priest class.

Game Rule Information

Priests have all the following game statistics.

Abilities: Wisdom determines how powerful a spell a priest can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Constitution score improves a priest’s hit points, and a high Charisma score improves his ability to turn undead.
Alignment: A priest’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A priest may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d6

Class Skills: The priest's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher script (Int), Diplomacy (Cha), Gather information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

The Priest

Base FortRefWill Spells per Day1
Level Attack Bonus SaveSaveSave Special  0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0+0+2 Turn or Rebuke Undead 20+2
2nd +1 +0+0+3 Erudition +1 31+2
3rd +1 +1+1+3 Church authority +1 31+2 0+2
4th +2 +1+1+4 Third domain 41+3 0+3
5th +2 +1+1+4 41+3 0+3 0+2
6th +3 +2+2+5 Erudition +2 41+3 1+3 0+3
7th +3 +2+2+5 Church authority +2 52+3 1+3 0+3 0+2
8th +4 +2+2+6 Fourth domain 52+3 1+3 1+3 0+3
9th +4 +3+3+6 52+3 2+3 1+3 0+30+2
10th +5 +3+3+7 Channel divinity 1/week, erudition +3 52+3 2+3 1+3 1+30+3
11th +5 +3+3+7 Church authority +3 63+3 2+3 2+3 1+30+30+2
12th +6/+1 +4+4+8 Fifth domain 63+3 2+3 2+3 1+31+30+3
13th +6/+1 +4+4+8 63+3 3+3 2+3 2+31+30+30+2
14th +7/+2 +4+4+9 Erudition +4 63+3 3+3 2+3 2+31+31+30+3
15th +7/+2 +5+5+9 Church authority +4 63+3 3+3 3+3 2+32+31+30+30+2
16th +8/+3 +5+5+10 Sixth domain 63+3 3+3 3+3 2+32+31+31+30+3
17th +8/+3 +5+5+10 63+3 3+3 3+3 3+32+32+31+30+30+2
18th +9/+4 +6+6+11 Erudition +5 63+3 3+3 3+3 3+32+32+31+31+30+3
19th +9/+4 +6+6+11 Church authority +5 63+3 3+3 3+3 3+3 3+32+32+31+31+3
20th +10/+5 +6+6+12 Channel divinity 2/week, seventh domain 63+3 3+3 3+3 3+3 3+32+32+32+32+3
1In addition to the stated number of spells per day for 1st- through 9th-level spells, a priest gets two domain
spells for each spell level, starting at 1st, and three domain spells as each spell level, starting at 5th. The “+2”
or “+3” on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

The following are class features of the priest.

Weapon and Armor Proficiency: Priests are proficient with the club, dagger, light crossbow, and quarterstaff, but not with any type of armor or shield.

Aura (Ex): A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A priest casts divine spells (the same type of spells available to the cleric and paladin), which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).
    To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.
    Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the preceding table. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, Player's Handbook page 8). A priest also gets two domain spells of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
    Priests do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good priests and at dusk or midnight for evil ones. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
    Priests spend more time studying the doctrines of their particular faith rather than general divine magic. Compared to clerics, they receive fewer general divine spells per day in exchange for a greater number of domain spells.
    Add the following spells to the priest's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

Deity, Domains, and Domain Spells: Choose a deity or a pantheon for your priest. Deities and pantheons may be found in Chapter 14: Deities. The priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. You may not choose for your priest to have no deity, because only deities have the organized religions necessary to support a priesthood.
    If the typical worshipers of a deity include the members of a race, a priest must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not priests.)
    When you have chosen an alignment and a deity for your priest, choose two domains from among those owned by the deity. While the priests of a particular religion are united in their reverence for their deity, each priest emphasizes different aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your priest only if his alignment matches that domain.
    If your priest is devoted to a pantheon rather than a particular deity, you select any two domains owned by deities within the pantheon. The restriction on alignment domains still applies. For more information on worshiping a pantheon, see the entry of the same name in the CoreClasses#Cleric Cleric entry.
    Each domain gives your priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your priest gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a priest is not forced to prepare one or the other each day in his domain spell slot like a cleric. If a domain spell is not on the cleric spell list (page 183), a priest can prepare it only in his domain spell slots. Domain spells and granted powers are given in Chapter 15: Domains.

Spontaneous Casting: A good priest (or a neutral priest of a good deity) can channel stored spell energy into healing spells that the priest did not prepare ahead of time. The priest can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). For example, a good priest who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Priests of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.
    An evil priest (or a neutral priest of an evil deity), on the other hand, can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
    A priest who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice), depending on whether the priest is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the priest turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to his own or his deity’s (or pantheon). For example, a good priest (or a neutral priest of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, Player's Handbook page 159).
    A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral priest of a neutral deity, you must choose whether his turning ability functions as that of a good priest or an evil priest. Once you make this choice, it cannot be reversed. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above).
    A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Erudition (Ex): Priests spend a great deal of their time studying and copying books. As such they slowly gain an overall understanding which manifests itself as a +1 bonus to all Knowledge checks, and to Decipher script, Heal, and Spellcraft, provided they have at least one rank in them.
    This bonus increases to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level.

Church Authority (Ex): Priests are usually seen as spiritual authorities of their deities. As such, they gain the respect of their community and are recognized as leaders in the church by the followers of their religion . At 3rd level priests gain a +1 circumstance bonus to reaction rolls and Diplomacy, Gather Information, and Sense Motive checks when dealing with people following the same deity or with followers of a friendly faith, provided they are acquainted with the priest, typically living in the same community.
    This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level.

Additional Domains: A priest forges an ever closer connection with his deity or pantheon, granting him access to an additional domain at 4th, 8th, 12th, 16th, and 20th levels. Each extra domain gives the priest the ability to prepare the domain's spells in his domain slots as normal. He also gains the domain's granted power.
    If the priest worships a specific deity and his deity does not have enough additional domains, the priest may select a domain from another deity within the same pantheon. If the priest's deity is not a member of a pantheon, then the priest does not gain an additional domain.

Channel Divinity (Su): At 10th level, priests may call on their deity to bless a religious ceremony that they are conducting. Channel Divinity may be called upon once per week, during a liturgy (typically a mass) held in the appropriate place (normally a temple to the priest's god, or an area affected by the consecrate or desecrate spell as appropriate to the deity). Channel Divinity is not a spell. Rather, it is performing a religious service with the god's blessing. As such, the results are usually unpredictable; however, the effects always occur during the ceremony, affect only the place where it is conducted, and affect only those in attendance at the time of the ceremony. The blessing may affect only one character instead of the whole assembly or only the place itself. In any case, what occurs is appropriate to the deity called upon. For instance, Eul would never send positive energy healing spells.
At 20th level, a priest may channel divinity two times per week.

Some possible effects:
Rather than rolling randomly, it's best if the dungeon master simply selects the results most appropriate to the situation.

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