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.

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.
 * Disciple of Death
 * Disciple of Knowledge
 * Disciple of Life
 * Disciple of Light
 * Disciple of Nature
 * Disciple of Sacrifice
 * 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.

Relic of Power
At 2nd level, you gain a wondrous item from your Priesthood. You can choose one of the options below. Whenever you gain the Character Improvement feature, you can change which relic you have chosen.

Mantle of the Empyrean

 * While you wear this mantle, you can cast the Mage Armor spell on yourself at will, without expending a spell slot or material components.
 * At 5th Level: While you wear this mantle, you can cast the Levitate spell on yourself at will, without expending a spell slot or material components, and you can hover. When cast using this ability, you can levitate no higher than 5 feet above ground or liquids, and you do not need to concentrate on the spell.
 * At 9th Level: While you wear this mantle, you can cast the Feather Fall spell on yourself at will, without expending a spell slot or material components.
 * At 13th Level: While you wear this mantle, you can cast the Invisibility spell on yourself at will, without expending a spell slot or material components.
 * At 17th Level: While you wear this mantle, you can cast the Fly spell on yourself at will, without expending a spell slot or material components. You still need to concentrate on this spell.

Talisman of the Empyrean

 * When you cast a Priest spell of 1st-level or higher that deals damage or restores hit points, you can roll a d4 and add the result to the roll.
 * At 5th Level: When you make an Intelligence, Wisdom, or Charisma saving throw, you can use your Reaction after you have rolled to roll a d4 and add it to the saving throw.
 * At 9th Level: As an Action, you can use this talisman to cast the Detect Magic spell without expending a spell slot or material components.
 * At 13th Level: As an Action, you can use this talisman to cast the Remove Curse spell without expending a spell slot or material components.
 * At 17th Level: You can cast the Death Ward spell on yourself at will, without expending a spell slot or material components. You can cast this spell using this relic once per day.

Weapon of the Empyrean

 * As an Action, you can touch one weapon that does not have the heavy or versatile property and infuse it with arcane divinity. Celestial runes appear upon the weapon, with a colour of your choice. The weapon becomes a magical weapon, and you are proficient with it for as long as it is infused. You can only infuse one weapon. The celestial runes fade if a creature other than you holds it, and the weapon loses its power. It regains its power when you wield it.
 * At 5th Level: When attacking with your infused weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
 * At 9th Level: Your weapon attacks with your infused weapon score a critical hit on a roll of 19 and 20. You can attack twice, instead of once, whenever you take the attack action on your turn using your infused weapon.
 * At 13th Level: Your weapon attacks with your infused weapon score a critical hit on a roll of 18, 19, and 20. When you make an attack with your infused weapon and you score a critical hit, you can choose to regain one 1st-level spell slot or gain 10 temporary hit points.
 * At 17th Level: Your weapon attacks with your infused weapon score a critical hit on a roll of 17, 18, 19, and 20. When you make an attack with your infused weapon and you score a critical hit, you can choose to regain one 1st-level spell slot, one 2nd-level spell slot, or gain 15 temporary hit points.

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). If the creature has resistance or immunity to necrotic damage or radiant damage, then this ability deals force damage instead. 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.

Liturgy of Words
At 11th level, when you use your Divine Word feature and target only one creature, you can target two different creatures instead of just one.

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 incredible 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.
 * You gain a flying speed of 30 feet, and can hover. You can choose whether to gain wings or not.
 * You gain temporary hit points equal to your Priest level. You can choose whether to gain a halo or not.
 * You shed bright light to a distance of 30 feet, and dim light for a further 30 feet.
 * When you cast a Priest spell that deals force or radiant damage, or restores hit points, the minimum value that can be rolled is 20. This ability cannot effect a spell if the spell cannot normally roll a total of 20 or higher.