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, hand crossbows, light crossbows, light hammers, maces, quarterstaffs, shortswords

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.

Omen Sight
At 1st level, you have learned how to read obscure signs from higher powers that can alter fate and dictate destiny. You can spend 5 minutes observing an area, waiting for a sign or indication of things to come. A sign could be in the form of a flock of birds, a pattern in falling leaves, a slight change in the weather, or a pattern created by sprinkling sand into a bowl. It is up to the DM to decide if you find insight into the future while searching for a sign. The information you glean from this feature is also determined by the DM, but it is never specific nor telling. The information is always vague, and usually comes in the form of strong feelings toward someone or something, especially if you are focusing on a specific goal while seeking an omen.

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, and access to more words of power.
 * Disciple of Death
 * Disciple of Knowledge
 * Disciple of Life
 * Disciple of Nature
 * Disciple of Shadow
 * 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 half your Priest level (rounded up) + 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 Codex: 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 Codex: 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.

Magical Power
At 2nd level, you gain a magical power die. The die starts as a d6, but can change in size when you cast a spell. Whenever you cast a Priest spell that rolls dice, you can roll your magical power die and add the result to the spell effect. You can only use a magical power die once for each spell that you cast. If you roll the lowest or highest value on the magical power die, its size will change: the die will increase if you roll the highest value, and decrease if you roll the lowest. See the table below.

The highest value that your magical power die can be is a d10, and the lowest value that your magical power die can be is a d2 (or a coin). If you roll the lowest value on a d2, you suffer a power drain. If you roll the highest value on a d10, you gain a power surge. After you trigger a power drain or power surge, your magical power die becomes a d6.
 * Power Drain: You expend and roll one hit die and take damage equal to the result. If you have no hit die, you take 6 damage instead. This damage cannot be reduced or negated.
 * Power Surge: Instead of rolling dice for the spell that you cast, use the highest number possible for each die.

Words of Power
At 3rd level, you learn how to speak a word of power, creating a powerful magical effect. These words of power are split into three categories: Arcane Words, Divine Words, and Primal Words. You know one word of power from each category, which are listed below. Your Priesthood also allows you to learn more words of power, which can be found under each subclass (see your Priesthood feature). If you cannot speak, you cannot use this feature. You can use this feature once, and you regain the use of it when you finish a long rest. The number of times you can use this feature increases as you gain levels in this class (see the Words of Power column of the Priest Feature Table).

Arcane Word: Shield
As an Action, you speak a word of power. When spoken, you choose one creature you can see within 90 feet of you. A chosen creature gains temporary hit points, which last for 1 minute. You roll a number of d6's equal to your Priest level and add your Intelligence modifier (a minimum of 0), granting temporary hit points equal to the result.

Divine Word: Smite
As an Action, you speak a 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 radiant damage. You roll a number of d6's equal to your Priest level and add your Intelligence modifier (a minimum of 0), dealing damage equal to the result. On a successful save, a creature takes half as much damage.

Primal Word: Grasp
As an Action, you speak a 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 is restrained by magical vines for 1 minute. The creature can make a Strength saving throw at the end of each of its turns, ending this effect on itself on a success. Each time the creature fails its saving throw against this shadow word, it takes 1d6 bludgeoning 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.

Magical Balance
At 5th level, whenever you finish a short or long rest, you can increase or decrease your magical power dice to a d6.

Incite or Suppress
At 11th level, you can use your bonus action to increase or decrease your magical power die size by one size. You cannot decrease your magical power die if it would trigger a power drain, and you cannot increase your magical power die if it would trigger a power surge. Once you have used this feature, you cannot do so again until you have finished a long rest.

Empyrical Ascension
At 20th level, you can draw mass amounts of arcane and divine magic to your body, transforming yourself into a celestial being of pure power. You can use a bonus action to transform, and you can use a bonus action to end your transformation early. Your transformation lasts for 1 minute, or until you are reduced to 0 hit points or killed. When you transform, you gain the following benefits. Once you have used this feature, you cannot use it again until you have finished a long rest.
 * When you use a word of power that rolls d6's you can roll d8's instead.
 * You shed bright light to a distance of 30 feet, and dim light for a further 30 feet.
 * You gain a flying speed of 60 feet, and can hover. You gain wings or a magical aura (your choice).