{"name":"Priest","overview":"A follower of a certain god or deity, channeling holy energy to keep allies alive.","hit_dice":"1d8","hit_points_at_1st_level":"1d10 + CON MOD","hit_points_at_higher_levels":"1d6 + CON MOD","armor_proficiencies":"Leather, Chainmail","weapon_proficiencies":"Finesse, Light, Thrown","tools":"","saving_throws":"Charisma","skills":"Choose 2 of Any.","starting_equipment":"","spellcasting":"nope","class_features":"Radiant Blasts - Level 1\r\n[br]\r\nYou gain the attack \"Radiant Blast\". This deals 1d8 + CHA MOD Radiant damage and also has a range of 80ft. Add PB and Expertise and CHA MOD as well.\r\n[hr]Chosen One - Level 1\r\n[br]\r\nYou are chosen to be a follower of your god, gaining you abilities for the god you follow.\r\n[hr]Holy Points - Level 1\r\n[br]\r\nStarting at level 1, you have an pool of Holy Points which you can draw forth to do many actions. The amount of holy points is determined by level. You regain holy points by either taking a long rest, absorbing the power from a place of power, or doing deeds for your deity\/god.\r\n\r\n- Healing Wave - Level 1\r\n[br]\r\nYou can pour healing energy upon someone by touching them. This heals them by 1d6 x Your character level. Before having to take a long rest, This costs 1 Holy Points.\r\n\r\n- Holy Smite - Level 1\r\n[br]\r\nYou can call lightning upon a foe, making them roll a DEX save (10 + PB + CHA MOD). If failed, they will take 2d10 + CHA MOD Radiant Damage. If succeeded, they will take half damage instead. This costs 1 Holy Point.\r\n\r\n- Divine Champion - Level 2\r\n[br]\r\nYou can select an ally to be a temporary \"Champion\" allowing you to use multiple buffs and healing effects on them.\r\n\r\n- Telepathy \r\n[br]\r\nYou and your \"Champion\" can communicate telepathically.\r\n\r\n- Imbue Regeneration\r\n[br]\r\nYour champion will regenerate at a fast pace, healing for CHA MOD every turn for 1 round. This costs 2 Holy Points.\r\n\r\n- Divine Intervention\r\n[br]\r\nWhen your champion falls in battle, they will automatically have 2 succeeded saves. This costs 2 Holy Points.\r\n\r\n- Zealot Strength\r\n[br]\r\nYour champion will be imbued with power, making them deal an extra 1d6 of damage for 3 round. This costs 2 Holy Points.\r\n[hr]Synchronized - Level 2\r\n[br]\r\nWhen you heal an ally, you can choose some of the following at the cost of Holy Points.\r\n\r\n- Double Heal\r\n[br]\r\nYou cast another healing spell.\r\n\r\n- Calm Mind\r\n[br]\r\nRemove the status ailments of the target you are healing.\r\n\r\n- Inspiring Heal\r\n[br]\r\nThe target is also given 1d6 + CHA MOD inspiration.\r\n[hr]Divine Calling - Level 3\r\n[br]\r\nYou can learn a divine Calling\r\n[br]\r\n[hr]Second Divine Calling - Level 4\r\n[br]\r\nYou learn another divine Calling.","subclass_options":"[h3]Travel -[\/h3]\r\n[hr]Boogie Woogie - Level 3\r\n[br]\r\nThere needs to be sound in order for this to work. In a 15ft. range, you can swap with any living being. You can only use this as a reaction to avoid attacks, but the persons attack roll you are teleporting away from will stay the same.\r\n[hr]Boogie Bandage - Level 3\r\n[br]\r\nWhen you Boogie Woogie someone, you can cast healing wave on them for 3 holy points.\r\n[hr]Healing Rift - Level 4\r\n[br]\r\nPlace a rift in front of you and place the exit to the riff up to 100ft. away. The first person to enter it will heal 1d8 + CHA MOD.\r\n[hr]Black & White Flash - Level 4\r\n[br]\r\n[hr]Black Flash -\r\n[br]\r\nDeal 8d6 necrotic damage to a single enemy within melee range, costs 5 holy points.\r\n[br]\r\n\r\nWhite Flash -\r\n[br]\r\nHeal 8d6 HP for 8 holy points\r\n[hr][h3]Flame[\/h3]\r\n[hr]Burning Bravery - Level 3\r\n[br]\r\nYou emit a circle of radiance that spans 15ft. Those inside have advantage with saves and deal an extra 1d6 + CHA mod fire damage with melee strikes. Those inside also gain a solar orb\r\n[hr]Solar Flare - Level 3\r\n[br]\r\nCondense solar energy into a ball and it functions as a flashband. It has a range of 60ft. Those within 30ft. Of the initial impact will be blinded.\r\n[hr]Vegetas Technique??? - Level 4\r\n[br]\r\nRadiant Blasts deal fire damage and you can shoot 3 in one for 1 Holy point.\r\n[hr]Orb Defenses - Level 4\r\n[br]\r\nWhen someone with an Orb gets attacked and the enemy lands the attack, you can use your reaction to make them roll a dex save of 10+pb+cha mod, or take 2d6 fire damage, if succeeded, take half damage if you roll snake eyes, the Orb multiplies and explodes for 4d6 fire damage. You can alternatively turn it into a solar flare and explode it instantly.","table_data":"Level | Abilities\r\n1 | Radiant Blasts, Holy Points, Chosen One,\r\n2 | Synchronized\r\n3 | Divine Calling\r\n4 | Second Divine Calling, Inspiring Energy\r\n5 |\r\n6 |\r\n\r\n\r\n\r\nLevel | Holy Points\r\n1 | 3\r\n2 | 5\r\n3 | 6\r\n4 | 8","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"800894","world":""}