Priest
Channels faith as a tangible force, forging invisible bonds that heal allies and condemn enemies.
The Priest channels faith as a tangible force, forging invisible bonds that heal allies and condemn enemies alike. Through Sanctify, the Priest binds themselves to a chosen creature, sensing its direction and distance across the field; the bond holds until they rest or turn their devotion elsewhere.
Some deepen a single sacred bond until their protection is nearly unbreakable. Others hold bonds with ally and enemy at once, orchestrating the battlefield. And some, finding wrath easier than mercy, feed on suffering and spread divine condemnation like a chain.
- STR
- d4
- AGI
- d4
- RES
- d6
- FCS
- d8
- INT
- d8
- Core Attributes
- FCS · INT
- Innate Skills
- religion, magicka, history/lore/occult
- Innate School
- Divine
- Armor
- Cloth
Starting EquipmentCommon staff or mace. Cloth armor. Holy symbol or prayer beads, book of prayers (spellbook), minor will potion.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Sanctify
Core AbilityYou forge a divine bond with a target creature. Establishing a bond with a new target is a Free Action. Switching targets requires a Bonus Action. When a Sanctified target dies or becomes incapacitated, you may switch to a new target as a Free Action. The bond persists until you Rest or choose a new target. While Sanctified, you can sense your target's general direction and approximate distance (Near <100m, Some distance 100-500m, Far 500m+). The bond is active within 50m; beyond this range the effect is dormant but the bond remains.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | FCS 5 · INT 4 |
| 3 | Free Up | FCS 7 · INT 5 |
| 4 | — | FCS 8 · INT 6 |
| 5 | FCS Up | FCS 10 · INT 6 |
| 6 | Free Up | FCS 12 · INT 8 |
| 7 | INT Up | FCS 14 · INT 10 |
| 8 | — | FCS 16 · INT 11 |
| 9 | Free Up + Free Up | FCS 18 · INT 12 |
| 10 | — | FCS 20 · INT 14 |
Specializations
Blessed
17A devoted healer who deepens a single sacred bond until their protection becomes nearly unbreakable.
Mission
15A hybrid of divine and arcane, orchestrating the battlefield by holding bonds with ally and enemy at once.
Renegade
14A priest who found wrath easier than mercy, feeding on suffering and spreading divine condemnation like a chain.
General Class Picks
Picks available to every Priest, before a specialization is chosen.
Level 1
Sanctify
You forge a divine bond with a target creature. Establishing a bond with a new target is a Free Action. Switching targets requires a Bonus Action. When a Sanctified target dies or becomes incapacitated, you may switch to a new target as a Free Action. The bond persists until you Rest or choose a new target. While Sanctified, you can sense your target's general direction and approximate distance (Near <100m, Some distance 100-500m, Far 500m+). The bond is active within 50m; beyond this range the effect is dormant but the bond remains.
Details →Mending Touch
Use a ½ Action to heal a Sanctified ally for FCS Roll + FCS Bonus HP. Range 30m.
Details →Word of Faith
Use a ½ Action to make a ranged spell attack (30m). On hit, deal FCS Roll + FCS Bonus Divine damage.
Details →Condemnation
Use a ½ Action. Sanctified enemy must succeed FCS Save vs your FCS Check or suffer -2 to their next attack.
Details →Spiritual Reserves
Recover WP equal to FCS Bonus each Break. At level 5, recover double FCS Bonus.
Details →Shielding Prayer
When you Sanctify an ally, they immediately gain Temporary HP equal to your level.
Details →Level 2
Parting Grace
When you switch Sanctify targets using a Bonus Action, the previous target receives one final trigger: ally gains DR equal to ½ level (min 1) until end of your next turn, OR enemy takes Divine damage equal to ½ level (min 1).
Details →First Rites
The first time you deal damage or heal with a spell in combat, recover WP equal to FCS Roll (no bonus). Once per combat.
Details →Night Sermon
When beginning Rest, you may spend 1 hour performing a sermon to purify surroundings. Allies sleeping within are immune to nightmares. Additionally, recover bonus HP equal to hours slept × RES Roll and bonus WP equal to hours slept × FCS Roll (no bonuses).
Details →Level 3
Unerring Faith
When casting a Divine spell requiring a target, you may force it to hit even without line of sight. Target must be within range. Spell loses bonuses but cannot be avoided by any means.
Details →Devout Scholar
Gain a level in Magicka and Divination. Your Divination school cap increases to 11.
Details →Final Stand
Once per Rest, when you drop to 0 HP for the first time, spend 20 WP to avoid gaining an Exhaustion stack. Next time you drop to 0 HP before Resting, gain 2 stacks and become Incapacitated instead.
Details →Contemplation
Once per Rest, spend a Full Action in prayer. Regain WP equal to FCS Roll + double FCS Bonus. You may still use Bonus Actions outside your turn during this time.
Details →Level 4
Blessed Spirits
You learn Spirit Guardians. Additionally, when an ally starts their turn within Spirit Guardians area, they heal FCS Bonus HP and INT Bonus WP.
Details →Chains of Light
Use 1 Action. Sanctified enemy must succeed RES Save or become Restrained for 2 rounds.
Details →Scholarly Syllabus
You learn one level in a Spell School of your choice. That school becomes an Innate school. If you chose a school that you already had levels in, return 5 SP per school level before you add the level from this talent.
Details →Ardent Magister
Your spells and abilities deal bonus Divine damage equal to half your level (min 1) against Sanctified enemies.
Details →Level 6
Holy Shield
Use a Bonus Action. Create a divine barrier around yourself or an ally within 50m. The barrier absorbs the next instance of damage up to FCS Roll + 2 × FCS Bonus, then shatters. Only one Holy Shield active per target. Lasts until depleted or until you Rest.
Details →Prompt Determination
Use a ½ Action. Your next innate school spell cast this turn is Quickened and it gains half your FCS Bonus to its healing or damage.
Details →Level 8
Transcendent Virtue
Your understanding of faith transcends mortal limits. Your FCS and INT attribute bonus caps increase by 2 (from 20 to 22).
Details →Master Disciple
Choose two spell schools you have a level in. Those schools gain 2 levels each.
Details →Level 9
Severed Grace
As a Bonus Action, you may end any one active Sanctify effect. You instantly gain HP equal to your FCS Bonus and WP equal to your INT Bonus. Stacks with Parting Grace.
Details →Perpetual Devotion
The first time each round you deal damage or heal a Sanctified target, you regain WP equal to half your level.
Details →Wrathful Decree
When a Sanctified enemy is damaged by any source for the first time each round, you may immediately spend a Bonus Action and 10 WP to force that enemy to roll a RES Save against your FCS Check. On a fail, they become Stunned until their next turn.
Details →