Playtest Material

This class is currently being previewed for the next update of the Basic Rules.

An Imperial priest conjures holy flames blessed by this god
Willpower | Endurance
Priest class symbol
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Base 5e Class | Full Spellcaster

Class Overview. The Priest is a spellcasting class specializing in healing, restoring, and invoking the will of their god.
Channel Divinity. Allows you to call upon your deity for aid.
Destroy Undead. Allows you to decimate undead.

Chanting a song of glory, an Orsimer swings his warhammer in wide swaths to break through the ranks of goblins arrayed against him, shouting praise to the gods with every foe’s fall.

Calling down a curse upon the forces of undeath, a Breton lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Priests are intermediaries between the mortal world and the distant realms of the gods of old, the Aedra, or even the Daedra. As varied as the gods they serve, priests strive to embody the handiwork of their deities. Unlike ordinary worshipers, a priest calls on the power of their deity.

Healers and Warriors

Through a divine connection, the power of the gods flow from them into the world, and into their most ardent followers. Priests are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a higher calling.

Harnessing divine power doesn’t rely on study or training. A priest might learn formulaic prayers, ancient rites, or common spells, but the ability to call on their unique potential relies on devotion and an intuitive sense of a deity’s wishes.

Priests combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames to consume their enemies. For those evildoers who will benefit most from a mace to the head, certain priests will develop their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a priest. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True priests are rare in most hierarchies.

When a priest takes up an adventuring life, it is usually because their god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil, or seeking holy relics in ancient tombs. Many priests are also expected to protect their deities’ worshipers, which can mean repelling a necromancer's undead army, negotiating peace between warring nations, or sealing a portal that would allow a Daedric Prince to enter the world.

Most adventuring priests maintain some connection to established temples and orders of their faiths. A temple might ask for a priest’s aid, or a primate might be in a position to demand it.

Creating a Priest

As you create a priest, the most important question to consider is which deity to serve and what principles you want your character to embody.

Once you’ve chosen a deity, consider your priest’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple acolytes of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

The Priest

Level Proficiency Bonus Class Features Cantrips Known Magicka Points Spell Level
1 +2 Spellcasting, Divine Calling 3 4 1st
2 +2 Channel Divinity (1/Rest), Divine Calling Feature 3 6 1st
3 +2 - 3 14 2nd
4 +2 Attribute Score Improvement 4 17 2nd
5 +3 Destroy Undead (CR 1/2) 4 27 3rd
6 +3 Channel Divinity (2/Rest), Divine Calling Feature 4 32 3rd
7 +3 - 4 38 4th
8 +3 Attribute Score Improvement, Destroy Undead (CR 1), Divine Calling Feature 4 44 4th
9 +4 - 4 57 5th
10 +4 Divine Intervention 5 64 5th
11 +4 Destroy Undead (CR 2) 5 73 6th
12 +4 Attribute Score Improvement 5 73 6th
13 +5 - 5 83 7th
14 +5 Destroy Undead (CR 3) 5 83 7th
15 +5 - 5 94 8th
16 +5 Attribute Score Improvement 5 94 8th
17 +6 Destroy Undead (CR 4), Divine Calling Feature 5 107 9th
18 +6 Channel Divinity (3/Rest) 5 114 9th
19 +6 Attribute Score Improvement 5 123 9th
20 +6 Divine Intervention Improvement 5 133 9th
If your group uses the optional rules on multiclassing in the 5e Core Rules and the Basic Rules, here’s what you need to know if you choose priest as one of your classes.

Attribute Score Minimum. As a multiclass character, you must have at least a Willpower score of 13 to take a level in this class, or to take a level in another class if you are already a priest.

Proficiencies Gained. If priest isn’t your initial class, here are the proficiencies you gain when you take your first level as a priest: Light armor, medium armor, and shields.

Magicka Points. Add all your levels in the priest class to the appropriate levels from other classes to determine your available magicka points.

Quick Build

You can make a priest quickly by following these suggestions. First, Willpower should be your highest attribute score, followed by Strength or Endurance. Second, choose the acolyte background. Lastly, choose the guidance, light, and sacred flame cantrips, along with the 1st-level spells cure wounds and bless.

Class Features

Hit Points
Hit Dice 1d8 per Priest level
HP at 1st Level 8 + your Endurance modifier
HP at Higher Levels 1d8 (or 5) + your Endurance modifier per Priest level after 1st
Armor Light armor, Medium armor, Shields
Weapons Blunt, Blade, quarterstaffs
Tools None
Saving Throws Willpower, Personality
Skills Choose two from History, Insight, Medicine, Persuasion, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
  • A shield and a holy symbol
  • (a) a mace, (b) a quarterstaff, or (c) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any Blade weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack

As a priest, you gain the following class features.


1st-level priest feature
As a conduit for divine power, you can cast priest spells. See chapter 10 of the Basic Rules for the general rules of spellcasting and chapter 11 for the priest spell list.

Cantrips (0-Level Spells)

You know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.

When you gain a level in this class, you can replace one of the priest cantrips you know with another cantrip from the priest spell list.

Preparing and Casting Spells

The Priest table shows how many magicka points you have to cast your priest spells. To cast one of your priest spells of 1st level and higher, you must expend magicka points, as noted in the spell's description and the Magicka Cost table found in chapter 10 of the Basic Rules. You regain all expended magicka points when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a spell level of 2nd, you can use magicka points to cast cure wounds at either level.

You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells equal to your Willpower modifier + your priest level, rounded down (minimum of one spell). The spells must be of a level for which you can cast, as shown on the Spell Level column of the Priest table.

For example, if you're a 3rd-level priest, you can cast a prepared spell at either 1st or 2nd level. With a Willpower of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bless, you can expend magicka points to cast it at either 1st or 2nd level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Attribute

Willpower is your spellcasting attribute for your priest spells; your understanding of these spells comes from devoted understanding and a unique connection to your deity. You use your Willpower whenever a priest spell refers to your spellcasting attribute. In addition, you use your Willpower modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Willpower modifier
Spell attack modifier = your proficiency bonus + your Willpower modifier

Ritual Casting

You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see chapter 5, “Equipment” of the 5e Core Rules) as a spellcasting focus for your priest spells.

Divine Calling

1st-level priest feature
A divine calling is the preordained purpose of a priest. Choose a calling from: Bastion of Light, Healer, or Pilgrim. This calling shapes the priest's attitudes, dispositions, and gives direction to how they interact with the world around them. This calling also directly governs the gifts from their deity. While in a pantheon, every deity has influence over different aspects of mortal life and civilization, these spheres of influence touch on your purpose, but your power comes from your connection to your purpose.

Your calling might correspond to a particular sect dedicated to your deity. Arkay, for example, could be worshiped in one region as Ark'ay, emphasizing his influence over the birth, life, and consecration of the dead, and in a different place as Orkey, emphasizing his association with death and burial ceremonies. Alternatively, your choice of calling could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Your choice grants you calling spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Divine Calling Source
Bastion of Light Basic Rules
Doomsayer Legionnaire's Guide to Cyrodiil
Healer Basic Rules
Pilgrim Basic Rules
Reveler Legionnaire's Guide to Cyrodiil

Calling Spells

Each calling has a list of spells—it's calling spells—that you gain at the priest levels noted in the calling description. Once you gain a calling spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a calling spell that doesn’t appear on the priest spell list, the spell is nonetheless a priest spell for you.

Channel Divinity

2nd-level priest feature
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: Turn Undead and an effect determined by your calling. Some callings grant you additional effects as you advance in levels, as noted in the calling description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your priest spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the unholy undead. Each undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Attribute Score Improvement

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

Destroy Undead

5th-level priest feature
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead

Priest Level Destroys Undead of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

10th-level priest feature
You can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any priest spell or priest calling spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Callings

As a devotee to a deity, you have followed a calling, a chosen vocation dedicated to your deity’s domain. In each pantheon, every deity has influence over different aspects of Mundas, typically known as their sphere or domain. For example, the influence of the Divine goddess Mara includes the domain of Life, Love, and Compassion. As a priest, you choose an aspect of your deity’s influence to emphasize, and you are granted powers related to that calling.

Your choice might correspond to a particular sect dedicated to your deity. Akatosh, for example, could be worshiped in one region as Auri-El, emphasizing his influence over the sphere of Light, and in a different place as Alkosh, emphasizing his association with the Life ordinance. Alternatively, your choice of ordinance could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each calling’s description gives examples of deities who have influence over that calling. Gods are included from the Nine Divines, Aedra, Daedric Princes, the Dunmer Tribunal, Nordic gods, the Bosmeri and Aldmeri pantheon, and others. These lists are not exhaustive, but provide inspiration and ideas.

Protectors and champions of their chosen deity, a Bastion of Light serves as a guardian for others. By striking down their foes quickly and inspiring others to do the same, these priests protect through force and power, rather than restoration. By placing wards on their allies as they rush into battle, a Bastion of Light bolsters and defends in the heat of combat. Gods of this calling are typically those whose spheres represent light, protection, and sometimes vengeance, such as Anuiel, Boethia, Magnus, Meridia, Stendarr, or Z’en.
Speakers of misfortune and of fate, Doomsayer Doomsayers are gifted—or cursed—with the divine blessing of foresight and foretelling of destiny. Seen as mad at first, those who do not believe their words are often felled by the grim prophecies of a Doomsayer. Their warnings should be heeded.

Those of this calling are often gifted with a superior connection to mysticism. These prophets of destruction and destiny are typically considered gloom to be around. Their talents guide them toward deities of fate and prophecy (Azura), knowledge (Julianos, Xarxes), or even time and destruction (Akatosh, Auriel, Mehrunes Dagon).
Healers are spellcasters who swear solemn vows to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.

Harnessing powerful magic, Healers control a form of restorative potential far beyond the scope of most clerics and priests. This intense effectiveness comes from years of study, a passion for benevolence, and perhaps blessed by the divines.

Potential deities that would call you to this divine work might include Almalexia, Arkay, Mara, Meridia, or Phynaster.
Pilgrims are travelers and wayfarers who are constantly on the move, seeking out truth and enlightenment. Being immersed in new cultures and always surrounding themselves with new ideas keeps their minds and hearts open.

They are well-versed in tomes of old, and get through life by bartering in the market or persuading the weak-minded. Pilgrims are naturally charismatic and their travels bring fascinating stories to tell. Their journeys can also bring out a nefarious side. The inability to lay down roots and build long lasting relationships can cause a person to grow cold and self-indulgent. Some pilgrims find themselves akin to snake-oil salesmen, profiting off of scams or deceit before moving on to the next mark.

A priest with this calling might follow Baan Dar, Clavicus Vile, Dibella, Sanguine, Sheogorath, St. Veloth, Vivec, Zenithar.
Always the life of the party, a Reveler shines in the presence of others, and uses their good sense of merriment and cheer to embolden those around them. Priests of this calling make it their life's work to always provide something to celebrate and will push themselves to their physical limits if needed to keep up. Whether followers of Dibella, goddess of love, art, and music, or Sanguine, the Daedric Prince of hedonism, a Reveler ensures that there is never a dull moment.

Optional Class Features

You gain class features when you reach certain levels in your class. This section offers additional features that you can gain as a priest. Unlike the other features, you don’t gain these features automatically. Consulting with your GM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another, you can use some, all, or none of them.

Channel Divinity: Harness Divine Magicka

2nd-level priest feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain a number of magicka points equal to your proficiency bonus.

Supernal Healer

10th-level priest feature
When you roll a die for a creature to regain hit points from one of your class features or from a spell that you cast on them of 1st level or higher, on a roll of a 1 or 2, you instead treat the number on the die as a number equal to your proficiency bonus, but you can’t heal a creature above the maximum number of a die for a healing spell.

For example, at 10th level, if you were to cast cure wounds on a creature as a 2nd-level spell and rolled a 1 and a 3, you would instead treat the 1 as if you had rolled a 4. You cannot heal a creature above the maximum number of a die for a healing spell, and at 20th level, if you cast healing word as a 1st-level spell and you rolled a 1 on the die, the target regains 4 hit points (the maximum number of the die), instead of a 6 (your proficiency bonus).