Oerlaf
2015-12-15, 12:55 PM
The priests are capable spellcasters that always stride between paths of light and shadow seeking to unearth their secrets. Their more intelligent brethren believe that a balance between good and evil is achievable and try proving it in some unusual ways...
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+2
Spellcasting, Aegis, Flash Heal
3
2
-
-
-
-
-
-
-
-
2
+2
Inner Path
3
3
-
-
-
-
-
-
-
-
3
+2
-
3
4
2
-
-
-
-
-
-
-
4
+2
Ability Score Increase, Divine Smite
4
4
3
-
-
-
-
-
-
-
5
+3
4
4
3
2
-
-
-
-
-
-
6
+3
Inner Path Feature
4
4
3
3
-
-
-
-
-
-
7
+3
-
4
4
3
3
1
-
-
-
-
-
8
+3
Ability Score Increase, Mind Control
4
4
3
3
2
-
-
-
-
-
9
+4
Inner Path Feature
4
4
3
3
3
1
-
-
-
-
10
+4
5
4
3
3
3
2
-
-
-
-
11
+4
Mass Aegis
5
4
3
3
3
2
1
-
-
-
12
+4
Ability Score Increase
5
4
3
3
3
2
1
-
-
-
13
+5
5
4
3
3
3
2
1
1
-
-
14
+5
Inner Path Feature
5
4
3
3
3
2
1
1
-
-
15
+5
Inner Path Feature
5
4
3
3
3
2
1
1
1
-
16
+5
Ability Score Increase
5
4
3
3
3
2
1
1
1
-
17
+6
Priest's Inspiration
5
4
3
3
3
2
1
1
1
1
18
+6
Inner Path Feature
5
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Increase
5
4
3
3
3
3
2
1
1
1
20
+6
Ultimate Form
4
4
3
3
3
3
2
2
1
1
Class Features
As a priest you have 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
Proficiencies
Armor: Light armor
Weapons: All simple weapons
Saving Throws: Charisma, Wisdom
Skills: Choose three from Medicine, Perception, Insight, Survival, Persuasion and Deception.
Spellcasting
Cantrips
At 1st level you know three cantrips of your choice from the cleric spell lists. You learn additional cleric cantrips of your choice at higher levels, as shown in the Catrips Known column of the Priest table.
Preparing and Casting Spell
The Priest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of priest spells that are available for you to cast choosing from the cleric spell list as well as from some new priest spells.
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 have spell slots.
Spellcasting Ability
Wisdom is your spellcasting sbility for your priest spells.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Flash Heal
At 1st level you can flash heal your allies.
When you flash heal, you cast cure wounds, heal or healing word spell that you have prepared. You cast the spell with an instant utterance, i. e. casting the spell requires no action. You may even cast this spell when it isn't your turn. You regain the use of this ability when you finish a long rest.
When you become 5th level and each 5th level thereafter you may use this feature one additional time before having to take a long rest.
Aegis
Starting at 1st level your faith can grant you an advantage on saving throw against any spell that targets you. You may use this feature a number of times per day equal to 1 + your Wisdom modifier (minimum 1). After that you must finish a long rest to regain all expended uses of the ability.
Divine Smite
Starting at 4th level when you hit a creature with a melee weapon attack, you can expend one priest spell slot to deal radiant damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Mind Control
Starting at 8th level you may impose your will to take control of your opponent's action. You may use an action to choose one target within 90 ft. of you. The target must succeed on a Charisma saving throw or fall under your control until the end of its next turn. You must finish a long rest to regain the use of this ability.
Mass Aegis
Starting at 11th level you may protect those around you with the shield of faith. The Mass Aegis lasts for a number of rounds equal to 1 + your Wisdom modifier (minimum 1). Your allies affected by it gain advantage on saving throws for the duration. You must finish a long rest to regain the use of this ability.
Inner Path
Starting at 3rd level you choose your own inner path based on what you feel more addicted to. You can choose between paths of the Holy Light, Grey Discipline and Forgotten Shadow.
Every path grants you some benefits as shown in the Features column of the Priest table.
Protection Aura
Starting at the 7th level one time as an action you can generate a protection aura. The aura extends from you in a radius equal to 5 feet per point of Wisdom modifier (minimum 5 feet) and affects you and all allies within this area.
All those affected receive advantage on their saving throws and resistance against piercing, slashing and bludgeoning attacks.
The aura is magical abjuration effect so it can be dispelled. The effect lasts a number of rounds equal to half your priest level without requiring Concentration.
Ultimate Form
Starting at 20th level depending on the path you follow you get an individual form you may shape into to reflect your devotion.
Holy Form
One time as an action you may assume the Holy Form as a sign of your path to virtue. While in this form you have immunity to bludgoening, piercing and slashing damage and your cure wounds, heal or healing word spell heal the target for the maximum amount of damage possible.
However you may not cast any spell that deal damage of type other than radiant while you are in this form nor can you cast spells that deal radiant damage against creatures that
are not fiends or undead. The effect lasts until the end of the encounter.
You must be of any good alignment to use this ability. You regain the use of the ability once you finish a long rest.
Discipline Form
One time as an action you may assume the Discipline Form as a sign of perfectly mastering light and dark as a whole. While in this form any cure wounds, heal and healing word spell you cast also forces any hostile creature adjacent to the target to make a Wisdom saving throw or take 9d8 radiant damage (half as much on a successful saving throw).
Also while in this form whenever you deal necrotic damage any ally adjacent to the target must make a Wisdom saving throw. The ally regains 9d8 hit points on a successful saving throw or half as much on a failed one. The effect lasts until the end of the encounter.
You can be of any alignment to use this ability. You regain the use of the ability once you finish a long rest.
Shadow Form
One time as an action you may assume the Shadow Form as a sign of your succumbing to the Dark Side. While in this form your AC is doubled and your spells and abilities that deal necrotic damage deal their maximum damage possible.
However you may not cast any spell that deal damage of type other than necrotic while you are in this form nor can you cast healing spells. The effect lasts until the end of the encounter.
You must be of any non-good alignment to use this ability. You regain the use of the ability once you finish a long rest.
Inner Paths
Path of the Holy Light
As a follower of the Holy Light you actively practice wirtue instead of passive worship. The philosophy of the Holy Light boils down to three virtues: respect, tenacity and compassion.
Although you are aware that trial, conflict, war and suffering do happen, you strive to make the world a better place in spite of these hindrances.
However, the Light puts some restrictions on you because you must adhere to very high standards.
Make Love, Not War
Starting at 2nd level when you choose the Path of the Holy Light your ability to deal damage is slightly hindered. Whenever you cast a spell that deals damage of other type than radiant or you cast a spell that deals damage on a target other than fiend or undead you must make a Wisdom ability check or lose the spell.
Angelic Bulwark
Starting at 2nd level your defensive ability extends so you are allowed to use the forces of Light to heal yourself in order to heal the others.
One time as a reaction when an attack hits you and after it you would drop below half of your maximum hit points (rounded up), you can summon a celestial shield to negate the damage dealt.
However, the aegis comes not without price: you MUST use your next action to cast cure wounds spells at your highest-level spell slot. You cannot use this ability if you don't have spell
slots left. You regain the use of the ability after you finish a short or long rest.
Angelic Feather
At 6th level three times as a bonus action you may place a golden feather on any unoccupied space within 40 ft. of you. The feathers are invisible to fiend and undead creatures.
Any hostile creature that passes through the feathers must make a Dexterity saving throw against your spell save DC or become stunned until the end of your next turn. A fiend or an undead creature automatically fails its saving throw.
You regain all expended uses of the ability when you finish a long rest.
Solace
Starting at 9th level whenever you hit with an attack that deals radiant damage or the target fails saving throw against your spell that deals radiant damage you may heal an ally within 30 ft. of you for an amount of hitpoints equal to your damage dealt.
Psychic Scream
Starting at 14th level you can unleash a psychic scream to your foes. Any hostile creature within 10 ft. of you must make a Wisdom saving throw or take 6d12 psychic damage and become frightened of you until they take damage.
Divine Insight
Starting at 15th level you may use your flash heal ability to cast mass cure wounds and mass healing word without action or to cast cure wounds, heal and healing word without expending spell slot.
Divine Star
Starting at 18th level as an action you may fire Divine Star starting from your point. At the end of your turn the star follows 30 ft. from you in a straight line. Any ally the star strikes regains 9d4 hit points.
At the end of your next turn the star returns to you following the same line and healing allies on its way for another 9d4 hit poins. After that the star disappears. You regain the use of this ability when you finish a long rest.
Path of Grey Discipline
As a follower of Grey Discipline you believe that light cannot exist without dark and vice versa. Therefore by strong willpower that flows through your veins you have learned how to perform an act that would greatly surprise anyone for it looks nigh impossible.
Night and Day: It is all the Same
When you choose this path at 2nd level, you may convert spells you cast into their opposites.
a. You can cast a damaging spell at a friendly target to heal him for amount of damage dealt.
b. You can cast a healing spell at a hostile target. It takes full amount of radiant damage from the amount of damage healed with no saving throw required.
Penitence
Starting at 2rd level one time as an action you can launch a volley of holy light to the target within 40 ft. of you. The volley hits the target for 1d10 radiant damage and the target must make a Constitution saving throw or take 1d10 radiant damage each round for two rounds.
You regain the use of the ability when you finish a long rest.
Shadow Mend
Starting at 6th level one time as an action you can wrap ally within 40 ft, of you in shadows which heal them as if you cast cure wounds spell using spell slot of level equal to your highest-level spell slot + 1. However the ally healed in this way takes 1d8 necrotic damage at the start of each of his subsequent turns. The duration of this side effect equals number of rounds equal to your highest-level spell slot + 1.
Shining Force
Starting at 9th level one time you may choose a friendly target within 40 ft. of you. You create a burst of light around it. Any hostile creature that is adjacent to the target must make a Constitution saving throw againsy your spell save DC or become prone. Its speed is halved until the end of its next turn.
You regain the use of this ability when you finish a short or long rest.
Shield Discipline
Starting at 14th level whenever your holy word: shield spell is discharged you regain one spell slot of a level equal to your last holy word:shield's level cast - 1. This regained spell slot cannot be used to cast holy word:shield.
Twist of Fate
Starting at 15th level whenever you cast cure wounds or healing word spell the target's next attack that succesfully hits deals 2d8 extra radiant damage plus 1d8 radiant damage per slot level of the spell cast.
Clarity of Will
Starting at 18th level one time you can shield the target within 40 ft. of you with the protective ward that makes her automatically succeed on Intelligence, Wisdom and Charisma saving throws.
The effect is an abjuration effect that can be dispelled and lasts for a number of round equal to your Wisdom modifier.
You regain the use of the ability when you finish a long rest.
Path of the Forgotten Shadow
You have chosen the Dark Side to feed your lust for power. So the acts you must commit to pleasure the magical forces will more often than not be atrocities.
Denial
When you choose this path at 2nd level, your healing capabilities are almost taken away by the evil powers of the universe. Whenever you try to cast a healing spell, you must make a Constitution ability check or lose the spell.
Moreover, if you do manage to cast such a spell, the amount of damage healed is halved.
Shadow Word: Void
Starting at 2rd level one time as an action you may strip your foe of thoughts. The target of your choice within 40 ft. of you must make a Wisdom saving throw or take 3d10 necrotic damage and be unable to cast spells that require verbal components until the end of its next turn.
Egomania
Starting at 6th level your base walking speed increases by 5 ft. (up to a limit of 40 ft.) every time you cast cure wounds or healing word on yourself. The effect lasts until you finish a short or long rest.
Mind Bomb
Starting at 9th level you may choose a point within 30 ft. of you. Any ally within 5 ft. of that point must make a Wisdom saving throw or become stunned for 1 rounds. You regain the use of the ability when you finish a long rest.
Void Lord
Starting at 14th level one time as a bonus action you may resort to anger and fear hidden within you. As the consequence your spells and abilities that deal necrotic damage are maximized as long as you concentrate, up to 1 minute.
You regain the use of the ability when you finish a long rest.
Shadowy Insight
Starting at 15th level whenever you cast shadow word: pain roll 1d10. On a roll of 8-9 the target gains disasvantage on the saving throw and on the roll of 10 the target automatically fails the saving throw.
Legacy of the Void
Starting at 18th level whenever you deal necrotic damage you regain hit points equal to half the damage dealt (rounded up).
Priest Spell List
1st level
Shadow Word: Pain
2nd level
Mana Burn
3rd level
Holy Word: Shield
Hooks of Binding
4th level
5th level
Anti-magic Shell
6th level
7th level
8th level
9th level
New spells
Antimagic Shell
Abjuration
Level: 5
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Concentration, up to 1 minute
Anti-magic shell grants temporary immunity to hit point damage from spells and spell attacks. When it absorbs 30 points of spell damage, the spell is discharged.
Holy Word: Shield
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M
Duration: Concentration, up to 1 minute
The utterance of the holy word of shielding immediately protects an ally from damage. The magical shield absorbs up to 20 points of damage. All damage that the subject of the spell suffers while protected by this spell is deducted from the shield first. If the shield is depleted to 0 hit points, then the subject of the spell begins taking damage normally.
At Higher Levels: When you cast this spell, using a spell slot of 4th level or higher, the hit points of the shield increase by 8 points for each spell level above the 3rd.
Hooks of Binding
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M (a brass chain link)
Duration: 5 rounds
You summon hooked chains of burning red and yellow force. Choose one fiend or undead creature with up to 12 Hit Dice within range. The chains snake up from the target's feet and entwine its legs and torso.
The target must make a Strength saving throw. On a failed saving throw the target is captured by the chains and cannot move. Additionally the target takes 1d4 Dexterity damage and gains disadvantage on attack rolls. To cast a spell it must succeed on a Constitution ability check against your spell's save DC or lose the spell slot.
This spell also affects incorporeal creatures for the chains are composed of force.
Each round the spell remains active, the target may make a Strength saving throw on its action to break free of the effect.
Mana Burn
Transmutation
Level: 2
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Instantaneous
A ray of magical energy leaps toward the target, leeching from it the energy necessary to cast one or more spells, You must make a ranged spell attack against the target. If the attack succeeds, the target loses spell slots totaling 1d4 spell levels.
The target loses the highest-level spell slots it has available first. The victim also takes 1d4 points of damage per spell level of the lost spell slots.
Shadow Word: Pain
Conjuration
Level: 1
Casting time: 1 action
Range: 90 ft.
Components: V, S, M (the bat wing, dried and ground into a fine powder)
Duration: 3 rounds
This spell envelopes a target briefly in a cloud of dark energy conjured from the netherworld. The target must make a Dexterity saving throw or be blinded for the duration of the spell and take 1d4+1 damage at the end of its turn while affected by the spell.
At Higher Levels: When you cast this spell. using a spell slot of 2nd level or higher, the amount of damage the target takes each round increases by 1d4 for each spell level above the 1st.
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+2
Spellcasting, Aegis, Flash Heal
3
2
-
-
-
-
-
-
-
-
2
+2
Inner Path
3
3
-
-
-
-
-
-
-
-
3
+2
-
3
4
2
-
-
-
-
-
-
-
4
+2
Ability Score Increase, Divine Smite
4
4
3
-
-
-
-
-
-
-
5
+3
4
4
3
2
-
-
-
-
-
-
6
+3
Inner Path Feature
4
4
3
3
-
-
-
-
-
-
7
+3
-
4
4
3
3
1
-
-
-
-
-
8
+3
Ability Score Increase, Mind Control
4
4
3
3
2
-
-
-
-
-
9
+4
Inner Path Feature
4
4
3
3
3
1
-
-
-
-
10
+4
5
4
3
3
3
2
-
-
-
-
11
+4
Mass Aegis
5
4
3
3
3
2
1
-
-
-
12
+4
Ability Score Increase
5
4
3
3
3
2
1
-
-
-
13
+5
5
4
3
3
3
2
1
1
-
-
14
+5
Inner Path Feature
5
4
3
3
3
2
1
1
-
-
15
+5
Inner Path Feature
5
4
3
3
3
2
1
1
1
-
16
+5
Ability Score Increase
5
4
3
3
3
2
1
1
1
-
17
+6
Priest's Inspiration
5
4
3
3
3
2
1
1
1
1
18
+6
Inner Path Feature
5
4
3
3
3
3
1
1
1
1
19
+6
Ability Score Increase
5
4
3
3
3
3
2
1
1
1
20
+6
Ultimate Form
4
4
3
3
3
3
2
2
1
1
Class Features
As a priest you have 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
Proficiencies
Armor: Light armor
Weapons: All simple weapons
Saving Throws: Charisma, Wisdom
Skills: Choose three from Medicine, Perception, Insight, Survival, Persuasion and Deception.
Spellcasting
Cantrips
At 1st level you know three cantrips of your choice from the cleric spell lists. You learn additional cleric cantrips of your choice at higher levels, as shown in the Catrips Known column of the Priest table.
Preparing and Casting Spell
The Priest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of priest spells that are available for you to cast choosing from the cleric spell list as well as from some new priest spells.
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 have spell slots.
Spellcasting Ability
Wisdom is your spellcasting sbility for your priest spells.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Flash Heal
At 1st level you can flash heal your allies.
When you flash heal, you cast cure wounds, heal or healing word spell that you have prepared. You cast the spell with an instant utterance, i. e. casting the spell requires no action. You may even cast this spell when it isn't your turn. You regain the use of this ability when you finish a long rest.
When you become 5th level and each 5th level thereafter you may use this feature one additional time before having to take a long rest.
Aegis
Starting at 1st level your faith can grant you an advantage on saving throw against any spell that targets you. You may use this feature a number of times per day equal to 1 + your Wisdom modifier (minimum 1). After that you must finish a long rest to regain all expended uses of the ability.
Divine Smite
Starting at 4th level when you hit a creature with a melee weapon attack, you can expend one priest spell slot to deal radiant damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Mind Control
Starting at 8th level you may impose your will to take control of your opponent's action. You may use an action to choose one target within 90 ft. of you. The target must succeed on a Charisma saving throw or fall under your control until the end of its next turn. You must finish a long rest to regain the use of this ability.
Mass Aegis
Starting at 11th level you may protect those around you with the shield of faith. The Mass Aegis lasts for a number of rounds equal to 1 + your Wisdom modifier (minimum 1). Your allies affected by it gain advantage on saving throws for the duration. You must finish a long rest to regain the use of this ability.
Inner Path
Starting at 3rd level you choose your own inner path based on what you feel more addicted to. You can choose between paths of the Holy Light, Grey Discipline and Forgotten Shadow.
Every path grants you some benefits as shown in the Features column of the Priest table.
Protection Aura
Starting at the 7th level one time as an action you can generate a protection aura. The aura extends from you in a radius equal to 5 feet per point of Wisdom modifier (minimum 5 feet) and affects you and all allies within this area.
All those affected receive advantage on their saving throws and resistance against piercing, slashing and bludgeoning attacks.
The aura is magical abjuration effect so it can be dispelled. The effect lasts a number of rounds equal to half your priest level without requiring Concentration.
Ultimate Form
Starting at 20th level depending on the path you follow you get an individual form you may shape into to reflect your devotion.
Holy Form
One time as an action you may assume the Holy Form as a sign of your path to virtue. While in this form you have immunity to bludgoening, piercing and slashing damage and your cure wounds, heal or healing word spell heal the target for the maximum amount of damage possible.
However you may not cast any spell that deal damage of type other than radiant while you are in this form nor can you cast spells that deal radiant damage against creatures that
are not fiends or undead. The effect lasts until the end of the encounter.
You must be of any good alignment to use this ability. You regain the use of the ability once you finish a long rest.
Discipline Form
One time as an action you may assume the Discipline Form as a sign of perfectly mastering light and dark as a whole. While in this form any cure wounds, heal and healing word spell you cast also forces any hostile creature adjacent to the target to make a Wisdom saving throw or take 9d8 radiant damage (half as much on a successful saving throw).
Also while in this form whenever you deal necrotic damage any ally adjacent to the target must make a Wisdom saving throw. The ally regains 9d8 hit points on a successful saving throw or half as much on a failed one. The effect lasts until the end of the encounter.
You can be of any alignment to use this ability. You regain the use of the ability once you finish a long rest.
Shadow Form
One time as an action you may assume the Shadow Form as a sign of your succumbing to the Dark Side. While in this form your AC is doubled and your spells and abilities that deal necrotic damage deal their maximum damage possible.
However you may not cast any spell that deal damage of type other than necrotic while you are in this form nor can you cast healing spells. The effect lasts until the end of the encounter.
You must be of any non-good alignment to use this ability. You regain the use of the ability once you finish a long rest.
Inner Paths
Path of the Holy Light
As a follower of the Holy Light you actively practice wirtue instead of passive worship. The philosophy of the Holy Light boils down to three virtues: respect, tenacity and compassion.
Although you are aware that trial, conflict, war and suffering do happen, you strive to make the world a better place in spite of these hindrances.
However, the Light puts some restrictions on you because you must adhere to very high standards.
Make Love, Not War
Starting at 2nd level when you choose the Path of the Holy Light your ability to deal damage is slightly hindered. Whenever you cast a spell that deals damage of other type than radiant or you cast a spell that deals damage on a target other than fiend or undead you must make a Wisdom ability check or lose the spell.
Angelic Bulwark
Starting at 2nd level your defensive ability extends so you are allowed to use the forces of Light to heal yourself in order to heal the others.
One time as a reaction when an attack hits you and after it you would drop below half of your maximum hit points (rounded up), you can summon a celestial shield to negate the damage dealt.
However, the aegis comes not without price: you MUST use your next action to cast cure wounds spells at your highest-level spell slot. You cannot use this ability if you don't have spell
slots left. You regain the use of the ability after you finish a short or long rest.
Angelic Feather
At 6th level three times as a bonus action you may place a golden feather on any unoccupied space within 40 ft. of you. The feathers are invisible to fiend and undead creatures.
Any hostile creature that passes through the feathers must make a Dexterity saving throw against your spell save DC or become stunned until the end of your next turn. A fiend or an undead creature automatically fails its saving throw.
You regain all expended uses of the ability when you finish a long rest.
Solace
Starting at 9th level whenever you hit with an attack that deals radiant damage or the target fails saving throw against your spell that deals radiant damage you may heal an ally within 30 ft. of you for an amount of hitpoints equal to your damage dealt.
Psychic Scream
Starting at 14th level you can unleash a psychic scream to your foes. Any hostile creature within 10 ft. of you must make a Wisdom saving throw or take 6d12 psychic damage and become frightened of you until they take damage.
Divine Insight
Starting at 15th level you may use your flash heal ability to cast mass cure wounds and mass healing word without action or to cast cure wounds, heal and healing word without expending spell slot.
Divine Star
Starting at 18th level as an action you may fire Divine Star starting from your point. At the end of your turn the star follows 30 ft. from you in a straight line. Any ally the star strikes regains 9d4 hit points.
At the end of your next turn the star returns to you following the same line and healing allies on its way for another 9d4 hit poins. After that the star disappears. You regain the use of this ability when you finish a long rest.
Path of Grey Discipline
As a follower of Grey Discipline you believe that light cannot exist without dark and vice versa. Therefore by strong willpower that flows through your veins you have learned how to perform an act that would greatly surprise anyone for it looks nigh impossible.
Night and Day: It is all the Same
When you choose this path at 2nd level, you may convert spells you cast into their opposites.
a. You can cast a damaging spell at a friendly target to heal him for amount of damage dealt.
b. You can cast a healing spell at a hostile target. It takes full amount of radiant damage from the amount of damage healed with no saving throw required.
Penitence
Starting at 2rd level one time as an action you can launch a volley of holy light to the target within 40 ft. of you. The volley hits the target for 1d10 radiant damage and the target must make a Constitution saving throw or take 1d10 radiant damage each round for two rounds.
You regain the use of the ability when you finish a long rest.
Shadow Mend
Starting at 6th level one time as an action you can wrap ally within 40 ft, of you in shadows which heal them as if you cast cure wounds spell using spell slot of level equal to your highest-level spell slot + 1. However the ally healed in this way takes 1d8 necrotic damage at the start of each of his subsequent turns. The duration of this side effect equals number of rounds equal to your highest-level spell slot + 1.
Shining Force
Starting at 9th level one time you may choose a friendly target within 40 ft. of you. You create a burst of light around it. Any hostile creature that is adjacent to the target must make a Constitution saving throw againsy your spell save DC or become prone. Its speed is halved until the end of its next turn.
You regain the use of this ability when you finish a short or long rest.
Shield Discipline
Starting at 14th level whenever your holy word: shield spell is discharged you regain one spell slot of a level equal to your last holy word:shield's level cast - 1. This regained spell slot cannot be used to cast holy word:shield.
Twist of Fate
Starting at 15th level whenever you cast cure wounds or healing word spell the target's next attack that succesfully hits deals 2d8 extra radiant damage plus 1d8 radiant damage per slot level of the spell cast.
Clarity of Will
Starting at 18th level one time you can shield the target within 40 ft. of you with the protective ward that makes her automatically succeed on Intelligence, Wisdom and Charisma saving throws.
The effect is an abjuration effect that can be dispelled and lasts for a number of round equal to your Wisdom modifier.
You regain the use of the ability when you finish a long rest.
Path of the Forgotten Shadow
You have chosen the Dark Side to feed your lust for power. So the acts you must commit to pleasure the magical forces will more often than not be atrocities.
Denial
When you choose this path at 2nd level, your healing capabilities are almost taken away by the evil powers of the universe. Whenever you try to cast a healing spell, you must make a Constitution ability check or lose the spell.
Moreover, if you do manage to cast such a spell, the amount of damage healed is halved.
Shadow Word: Void
Starting at 2rd level one time as an action you may strip your foe of thoughts. The target of your choice within 40 ft. of you must make a Wisdom saving throw or take 3d10 necrotic damage and be unable to cast spells that require verbal components until the end of its next turn.
Egomania
Starting at 6th level your base walking speed increases by 5 ft. (up to a limit of 40 ft.) every time you cast cure wounds or healing word on yourself. The effect lasts until you finish a short or long rest.
Mind Bomb
Starting at 9th level you may choose a point within 30 ft. of you. Any ally within 5 ft. of that point must make a Wisdom saving throw or become stunned for 1 rounds. You regain the use of the ability when you finish a long rest.
Void Lord
Starting at 14th level one time as a bonus action you may resort to anger and fear hidden within you. As the consequence your spells and abilities that deal necrotic damage are maximized as long as you concentrate, up to 1 minute.
You regain the use of the ability when you finish a long rest.
Shadowy Insight
Starting at 15th level whenever you cast shadow word: pain roll 1d10. On a roll of 8-9 the target gains disasvantage on the saving throw and on the roll of 10 the target automatically fails the saving throw.
Legacy of the Void
Starting at 18th level whenever you deal necrotic damage you regain hit points equal to half the damage dealt (rounded up).
Priest Spell List
1st level
Shadow Word: Pain
2nd level
Mana Burn
3rd level
Holy Word: Shield
Hooks of Binding
4th level
5th level
Anti-magic Shell
6th level
7th level
8th level
9th level
New spells
Antimagic Shell
Abjuration
Level: 5
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Concentration, up to 1 minute
Anti-magic shell grants temporary immunity to hit point damage from spells and spell attacks. When it absorbs 30 points of spell damage, the spell is discharged.
Holy Word: Shield
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M
Duration: Concentration, up to 1 minute
The utterance of the holy word of shielding immediately protects an ally from damage. The magical shield absorbs up to 20 points of damage. All damage that the subject of the spell suffers while protected by this spell is deducted from the shield first. If the shield is depleted to 0 hit points, then the subject of the spell begins taking damage normally.
At Higher Levels: When you cast this spell, using a spell slot of 4th level or higher, the hit points of the shield increase by 8 points for each spell level above the 3rd.
Hooks of Binding
Conjuration
Level: 3
Casting time: 1 action
Range: 100 ft.
Components: V, S, M (a brass chain link)
Duration: 5 rounds
You summon hooked chains of burning red and yellow force. Choose one fiend or undead creature with up to 12 Hit Dice within range. The chains snake up from the target's feet and entwine its legs and torso.
The target must make a Strength saving throw. On a failed saving throw the target is captured by the chains and cannot move. Additionally the target takes 1d4 Dexterity damage and gains disadvantage on attack rolls. To cast a spell it must succeed on a Constitution ability check against your spell's save DC or lose the spell slot.
This spell also affects incorporeal creatures for the chains are composed of force.
Each round the spell remains active, the target may make a Strength saving throw on its action to break free of the effect.
Mana Burn
Transmutation
Level: 2
Casting time: 1 action
Range: 25 ft.
Components: V, S
Duration: Instantaneous
A ray of magical energy leaps toward the target, leeching from it the energy necessary to cast one or more spells, You must make a ranged spell attack against the target. If the attack succeeds, the target loses spell slots totaling 1d4 spell levels.
The target loses the highest-level spell slots it has available first. The victim also takes 1d4 points of damage per spell level of the lost spell slots.
Shadow Word: Pain
Conjuration
Level: 1
Casting time: 1 action
Range: 90 ft.
Components: V, S, M (the bat wing, dried and ground into a fine powder)
Duration: 3 rounds
This spell envelopes a target briefly in a cloud of dark energy conjured from the netherworld. The target must make a Dexterity saving throw or be blinded for the duration of the spell and take 1d4+1 damage at the end of its turn while affected by the spell.
At Higher Levels: When you cast this spell. using a spell slot of 2nd level or higher, the amount of damage the target takes each round increases by 1d4 for each spell level above the 1st.