Roll 20 Dmg And Healing On Spell

  1. Roll 20 Dmg And Healing On Spell Meaning
  2. Roll 20 Dmg And Healing On Spells

From D&D Wiki

Even in classic all spells had different ratios (iirc mostly casttime dependent), so 20 spellpower not always increase your dmg by exactly 20. But yes, for warlock items the +20 spell damage should be converted to 'increase dmg and healing by 20'. But if it is an 'healer item' it maybe converts to 'increase healing by 30'. In classic there were several items with healing only spellpower (was converted to.

Jump to: navigation, search
This page is incomplete and/or lacking flavor. Reason: It's lacking the fluff of most other classes which I, and probably others, use to gauge other classes with


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page All stubs

  • 1Priest
    • 1.3Class Features
  • 2Faiths

Priest[edit]

it does not matter if i follow the path to the light or down the winding trail of Purgatory. my faith will see me through to the end.

My faith is unyielding.[edit]

Creating a Priest[edit]


Quick Build

You can make a Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Mace or a whip and a priest's pack

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: none
Weapons: Clubs, daggers, maces, light hammer, maul, flail, quarterstaffs, whips, Light crossbow
Tools: Herbalism kit
Saving Throws: Wisdom, Constitution
Skills: You gain the Religion skill, and Choose 2 from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Perception, Persuasion,

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a whip
  • (a) light crossbow and 20 bolts or (b) maul
  • (a) a explorer’s pack or (b) a priest’s pack
  • A holy symbol
  • If you are using starting wealth, you have 4d6 in funds.

Table: The

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Unyielding Faith32
2nd+2Faith33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Faith Feature, Improved Unyielding Faith4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Faith Feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Faith Feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Faith Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Deity's Blessing5433332211

Unyielding Faith[edit]

Beginning at 1st level, while you are wearing no armor you may use your Wisdom modifier instead of your Dexterity modifier to determine your AC.
When you reach 6th level, you may add your Dexterity modifier and your Wisdom modifier to your AC.

Faith[edit]

At 2nd level, you chose a Faith to follow. Choose between Faith in the Heavens, Faith in the abyss. detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.->

Ability Score Increase[edit]

Roll 20 Dmg And Healing On Spell Meaning

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Faith Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level Priest spell and a 2nd level Priest spell that are in your spell book that are not an evocation spell. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.Once you choose the 1st and 2nd level spell you may not change them.

Deity's Blessing[edit]

At 20th level when you have given everything you have to your deity it gives everything in return. You can spend 10 minutes of prayer to your deity to regain up to 9 levels of expended spell slots(example. a 3rd level, a 4th level and a 5th level = 9. or you may take 1 9th level. or 9 1st level slots.). You must choose the slots during this 10 minutes. they can not be changed once taken. Once you regain spell slots with this feature you must finish a long rest before you can do so again.

Faiths[edit]

Roll 20 Dmg And Healing On Spell

Faith in the Heavens[edit]

At 2nd level, your faith in the heavens allows you to charge your holy focus with power and use this Holy Power for various things. In addition, you may pray to your deity for 1 hour on one weapon you have. Your deity will bless the weapon allowing you to use your wisdom modifier in place of the weapon’s usual modifier.you may only have one blessed weapon at any given time. You also gain the cantrip produce flame. This particular flame does Radiant damage instead of fire damage. You may add your wisdom modifier to the radiant damage of this Produce Flame.

Holy Power

Your knowledge in religion allows you to gain more faith in what you are doing. You gain a resource called holy power. The holy power maximum is equal to the Religion skill. Some of your holy power ability’s use a Faith Dice. The faith dice for these abilities is a 1d6. you regain Holy Power after a long rest.

Using Holy Power

Choose 2 abilities from the holy power abilities set. You may expend 1 holy power to use the abilities unless the ability states otherwise. These abilities can be used in which they are described. Choose another at 5th, 11th, 15th and 19th level.


Hand of Faith

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. You also gain Double Proficiency in Religion.

Your Faith dice Improves to 1d8

Blind Faith

At 10th level you may pray to your deity to guide you under any circumstance. This will give you a Clarity on which way to go if you do not know the next step in your path. It can also guide you in combat. You gain Blind sight 30 feet for 1 minute. You must complete a long rest before you can use this ability again.

Your faith dice improves to 1d10

Ascension

At 14th level you ascend as a priest of high faith. Your deity deems you worthy among his guardians and grants you the wings of an angel. You can manifest the angel wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. The wings manifest from a spiritual plane and will mold most armor the suit their needs.

Your faith dice improves to 1d12

Faith in the Abyss[edit]

At the 2nd level if you choose this faith to follow. Your deity after 8 hours of prayer grants you a snake whip to wield. This weapon is a whip with a single snake head on the end of it and appears to be living. It uses your wisdom modifier for attacks and damage. Otherwise use the whip as weapons stats. You are proficient with this weapon. At 5th, 11th, 15th and 19th level you gain an additional snake head.

your snake whip may eat other Non-Sentient weapons to gain their properties (+1 +2 or +3, or if the weapon has defender propertie) however this item is lost to the void. if the snake whip eats another weapon it looses the abilities gained from the previous weapon. for D.M. the weapon itself i not destroyed but sent to a different plane of existence offered to the Priest's deity.

Snake head and the effects

When you hit an opponent with the snake whip the creature takes piercing damage equal 1d6 per head. The creature must make a constitution saving throw upon failure, they are poisoned. The poison does 1d6 necrotic damage at the beginning of your turn. They may repeat the constitution roll at the end of their turns in order to try to overcome being poisoned. If the creature died while still under the effects of the venom, the Priest may take 10 minutes as a ritual to create a Thrall champion from the creature (humanoid only).

Thrall Champion

The thrall loses its multi attack action, if it has one.

the thrall obeys your commands as best it can. It keeps its movement and uses your initiative. Your thrall has abilities and game statistics determined in part by your level. Your thrall uses your proficiency bonus rather than its own. In addition to areas where it normally uses its proficiency bonus, also adds it proficiency bonus to its damage rolls

Your thrall champion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level gained after 2nd, your thrall gains an additional hit die and increases its (Base max) hit points accordingly.

Whenever you gain the ability score improvement class feature, your thrall’s abilities also improve. Your thrall can increase one ability score of your choice by 2, or it can increase two ability scores by 1. As normal, your thrall can not increase its ability score above 20 using this feature unless its description specifies otherwise.

Your thrall shares its alignment, personality trait and a flaw of the snake head that created. (select from the table below). Your thrall shares your ideal and its bond is always “my Deity wishes me to take care of this Priest. I will do so with my life” (this is mostly for rp purposes)

Maintaining your thrall requires the priest to be conscious

Summoning your Thrall

In order to summon your thrall. You must sacrifice hit points and your hit point maximum by the amount you choose. By giving the deity your life blood and essence you then take that and add your proficiency modifier and your wisdom modifier with the amount sacrificed. Multiply it by two and you will summon a thrall with the total as its max hit points (this amount cannot exceed the amount for the thralls base maximum. See “thrall champion”. If your thrall has not been injured beyond 10% of its maximum life you will get this back when the thrall is released. If your thrall has been injured divide its hit-points by 2 and return that to your hit-points and maximum. Your maximum hit-points will return to normal upon a short/long rest that your thrall is not active during.

You may summon as many thrall champions as you have snake heads for this ability. However, your snake whip is reduced by a head per summoned thrall. only one thrall may attack when you use your Attack action per turn

Thralls must be humanoid

Spellcasting Thrall: when using spells of your spell casting thrall. The spell will use your spell slot to cast them. If the spell is not from the priest spell book you do not get your proficiency modifier to the DC save or the chance to hit. a spell casting thrall uses its attack action if able on your attack action. you may use an action to cast a cantrip from the Thrall's spell list. you also may cast spells from either you or your spell casting thrall from both spell books. you must have a spell casting thrall summoned to use its abilities.

when you use your attack action you may use one thralls attack action at the same time.


Embrace the Abyss

Beginning at 6th level you may add your spell casting Modifier to all spells that do force or necrotic damage. In addition, once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spells level or three times its level if the spell belongs to the school of necromancy. You do not gain this benefit for killing constructs or undead. In addition, your necrotic poison will heal you for half the damage you inflict.

Linked to your Thrall

Beginning at the 10th level, you can use your Thralls line of sight and perception as well as your own. In addition, when an enemy is anywhere between where you and your Thrall are standing, you gain advantage on attack rolls against that enemy while they are in that area.

Castle of the Abyss

Beginning at the 14th level, you can use your Thrall to escape danger or get into opportune positions. Your deity allows you to switch places with your Thrall. You can use this ability as many times as your charisma modifier +1 (a minimum of 1) per long rest.

Priest Spell List[edit]

i am still re working the spell list for this class. for the time being if you are interested in playing this class use the Death Cleric spell list for your spells. thank you for your understanding!

You know all of the spells on the basic spell list and additional spells based on your subclass.

Mar 23, 2019  Download MacOS High Sierra DMG Without App Store. If you looking on the internet a MacOS High Sierra DMG So, you come to the right place now a day shares with you a Mac OS High Sierra 10.13.6 direct download without an app store. Mac OS operating system it’s too much popular in the world for security vise and a lot of cool features, Apple Upgrade the operating system Sierra to High Sierra. Jun 28, 2019  MacOS High Sierra 10.13.6(Final) DMG direct download June 28, 2019 December 18, 2018 by Manash Apple macOS high Sierra was the 13 instalment of the Mac operating system. Macos high sierra 10.13 6 download dmg. Dec 08, 2018  Download Free MacOS High Sierra 10.13.6 Mac Dmg. Click on the button below to start downloading MacOS High Sierra 10.13.6 for mac OS X. We are here to provide to clean and fast download for MacOS High Sierra 10.13 dmg. This link is resume able within 24 hours. Keep visiting themacgo the world of dmgs.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Priest class, you must meet these prerequisites: you must have atleast 13 in wisdom.

Proficiencies. When you multiclass into the Priest class, you gain the following proficiencies: Religion


Back to Main Page → 5e Homebrew → Classes

Roll 20 Dmg And Healing On Spells

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Priest_(5e_Class)&oldid=1160146'
Comments are closed.