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Priest - Vocation of Discipline


Hit Points

Hit Dice: d6 per Priest - Vocation of Discipline level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Discipline Priests are just as their name implies: they are paragons of disciplinary action. They punish heretics, and are commonly on the front line of fights against chaotic entities that destroy that which is most important: order. Many discipline Priests are present in temples, but more as enforcement of the beliefs and ones to deal with outsiders or undead that are committing acts against those the temples are sworn to protect. Their power lies in their ability to smit evil and chaotic foes, which they can use to help heal those they protect.


Class Features

Vocation Features

 

Atonement

At 1st level, you grant boons to those that follow your orders, and punish those that would defy you. When you deal damage with your spells, abilities, or Power Words, you grant half the damage dealt as healing to a creature of your choice within 30 feet of you that you can see.  

Channel Divinity: Absolute Authority

Starting at 2nd level, you can use your Channel Divinity to exert your will over others.   As an action, you present your holy symbol and state either Attack, Move, or Cast a Spell. Each creature of your choice that can see or hear your within 30 feet of you must succeed on a Wisdom saving throw or be unable to take the stated action until the end of your next turn. If the stated action was Move, they are also unable to take the Dash action, or use any action that would cause them to move.

Power Word: Penance

Speaking this Word as an action, you make a ranged spell attack at a creature within 60 feet of you that you can see. On a hit, the creature takes 2d8 + your Intelligence modifier as Radiant damage.

At Higher Levels: When you use this Word with a spell slot of 1st level or higher, the number of bolts fired increases by one for each slot level above 1st. You make a separate attack roll for each bolt fired, and you may choose other creatures within range to strike.

 

Intimidating Paragon

At 3rd level, you naturally unsettle creatures that have sinned. You gain proficiency in Intimidation checks, or double your proficiency if you are already proficient. As a bonus action on your turn, you may make a Religion check against the target's Wisdom score to grant advantage on your next Intimidation check. Once you use this ability once, you regain the ability to use it again after a short or long rest.  

Divine Judgement

At 6th level, using your bonus action, you may add the Command spell as an extra effect on a spell you are currently casting. The creature only makes a saving throw against the initial spell cast, or must make a Wisdom saving throw if the original spell does not allow one. You may use this ability once without using a spell slot, regaining this use after a short or long rest. You may also use an additional spell slot to use this ability, with the proper effect for the spell slot level being used.  

Resolute

At 10th level, you are a true paragon of justic, resilient and unwavering. You are immune to being charmed or frightened.  

Purge the Wicked

At 14th level, as an action, you can choose a target within 30 feet of you that you can see, and force them to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you and burns in a holy flame for up to one minute, taking Radiant damage equal to your Priest level + your Intelligence modifier at the start of each of their turns. At the end of each of their turns, the creature may make another Wisdom saving throw to shake off the effects, ending this ability early. On a successful save, a creature is immune to this ability for the next 24 hours.  

Barrier of Atonement

At 18th level, as an action on your turn, you may create a barrier that spans 30 feet in all directions around you for 1 minute, granting all creatures of your choice within resistance to all damage, as well as advantage on all saving throws while within the barrier. You also choose any creature to be considered unworthy. Creatures deemed unworthy must make a Wisdom saving throw when you erect the barrier, taking Radiant damage equal to your Priest level + your Intelligence modifier and being forcefully moved to the outside edge on a failed save. A creature that succeeds the saving throw takes half damage and is not removed. An unworthy creature must make a Wisdom saving throw if it starts its turn within or moves within the barrier for the first time on its turn.   You may use this ability twice, and regain any expended uses after a short or long rest.
 


Spell LevelVocation Spells
CantripsFriends, Word of Radiance
1stCommand, Guiding Bolt
2ndHold Person, Zone of Truth
3rdDispel Magic, Spirit Guardians
4thBanishment, Wall of Fire
5thFlame Strike, Hold Monster
6thHarm
7thForcecage
8thPower Word: Stun
9thImprisonment

Created by

SilverNinjaShado.

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