Jsk Priest

Core Statistics
Class Type: Full Caster

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points Gained Each Level: 1d6 (or 4) + your Constitution modifier

Ability Score Proficiencies: Constitution, Intelligence

Armour Proficiencies: None

Weapon Proficiencies: Daggers, light hammers, maces, quarterstaffs

Other Proficiencies: None

Skill Proficiencies
As a Priest, you can choose 2 skills from the following list to become proficient with.
 * Arcana
 * History
 * Insight
 * Investigation
 * Nature
 * Religion

Starting Equipment
As a Priest, you roll 2d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Priesthood
At 1st level, you choose which Priesthood to become a disciple of, taking a personal oath as ceremony. This choice grants you additional features at 1st, 3rd, 6th, 10th, 14th, and 18th level.
 * A Disciple of Death
 * A Disciple of Knowledge
 * A Disciple of Life
 * A Disciple of Light
 * A Disciple of Nature
 * A Disciple of Sacrifice
 * A Disciple of Shadow
 * A Disciple of Wrath

Spellcasting
At 1st level, you gain the ability to cast spells from the Priest spell list. You have a codex containing four 1st-level Priest spells of your choice. Your codex is a catalogue of knowledge that you can draw from, allowing you to cast complicated spells that blend arcane and divine magic. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Cantrips Known: You know three cantrips of your choice from the Priest spell list. You learn an additional Priest cantrip at 4th and 10th level.
 * Learning Spells: Each time you gain a Priest level, you can add one Priest spell of your choice to your codex for free. This spell must be of a level for which you have spell slots, as shown on the Priest table. On your adventures, you might find other spells that you can add to your codex.
 * Preparing and Casting Spells: The Priest table shows how many spell slots you have to cast your Priest spells. You prepare the list of Priest spells that are available for you to cast. To do so, choose a number of Priest spells from your codex equal to your Priest level + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots. You regain all of your expended spell slots when you finish a long rest. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Priest spells requires an hour of uninterrupted time, which can be done during a long rest.
 * Ritual Casting: You can cast a Priest spell as a ritual if that spell has the ritual tag and you have the spell in your codex. You don't need to have the spell prepared.
 * Spellcasting Focus: Your codex is your spellcasting focus for your Priest spells.

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Your Codex
The spells that you add to your codex as you gain levels reflect the knowledge and research you conduct on your own, as well as intellectual breakthroughs you have had. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
 * Copying a Spell into the Book: When you find a Priest spell of 1st-level or higher, you can add it to your codex if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your codex involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Priest who recorded it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your codex using your own notation. For each level of the spell, the process takes 2 hours and costs 50gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
 * Replacing the Book: You can copy a spell from your own codex into another codex. For example, if you want to make a backup copy of your codex. This is just like copying a new spell into your codex, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10gp for each level of the copied spell. If you lose your codex, you can use the same procedure to transcribe the spells that you have prepared into a new codex, but you lose the knowledge of any spells that were not prepared. For this reason, many Priests keep a backup codex in a safe place.
 * The Codex's Appearance: Your codex is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume, a finely bound gilt-edged tome, or even a collection of texts you've found on your adventures.

Sacraments
At 2nd level, you gain two sacraments of your choice from the Sacraments List. A sacrament can be called upon to create magical effects without depleting your spell slots. When you gain certain Priest levels, you gain an additional sacrament of your choice, as shown in the Sacraments column of the Priest feature table. Additionally, when you gain a level in this class, you can choose one of the sacraments you know and replace it with another sacrament that you could learn at that level. If a sacrament has prerequisites, you must meet them to learn it. You can learn the sacrament at the same time that you meet its prerequisites. A level prerequisite refers to your Priest level.

Divine Word
At 3rd level, you can focus your arcane divinity into a single word of power. You know two divine words, which can be seen below. Your Priesthood also grants you a divine word, which can be found under each subclass (see your Priesthood feature). You can use a divine word once, and you regain the use of it when you finish a short or long rest.

Divine Word: Shield
As an Action, you speak a word of divine power. When spoken, you choose one creature you can see within 90 feet of you. A chosen creature gains temporary hit points equal to twice your Priest level + your Intelligence modifier (a minimum of 0). These temporary hit points last for 1 minute.

Divine Word: Smite
As an Action, you speak a divine word of power. When spoken, you choose one creature you can see within 90 feet of you. That creature must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes necrotic or radiant damage (your choice). You roll a number of d8's equal to your Priest level, dealing damage equal to the result. On a successful save, a creature takes half as much damage.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Unknown
At 11th level,.

Unknown
At 20th level,.