Priest

"Since the dawn of civilization, religion has served as a binding force, bringing people together through shared belief and purpose. The Scriptures of Amare teach the value of life’s journey and the sanctity of free will, while the Scriptures of Adium reveal the truths of acceptance, resilience, and the nature of true evil. At the heart of these teachings stand the Priests — devoted scholars and spellcasters who channel the divine. Trained in the magics of Light or Dark, they wield the powers of the gods not as tools of neutrality, but as reflections of intent. For in the hands of a Priest, divine power becomes a matter of choice — to heal or to harm, to guide or to control."

The Priests specialize in harnessing magic of divine affinity, specifically either Light or Dark. Consisting of two subclasses, Priest of Amare, and Priest of Adium, the Priest douses the battlefield in the religion of their worshipped god. The Priest carries a Tome of Edicts, a religious scripture of your chosen god that can be used to control enemies. This scripture can be studied at night at camp in return for lessened rest. The more it is studied, the more abilities Tome of Edicts will unlock throughout time.

Abilities:

Ray of Light/Dark - You fire a ray of divine energy, either of Light or of Dark, depending on subclass.

Tome of Edicts – You let the will of your chosen god open your Tome of Edicts to a random specific proverb, prompting you to read the proverb and apply it's effects to the targeted enemy. Proverbs are unlocked by studying the Tome at camp. Some of the proverbs are:

  • Word of Conviction - Target must focus all attacks on a specific creature or object for 1 turn

  • Word of Retreat - Target must move 30 ft away from a designated ally or area

  • Word of Silence – Target is silenced for 1 turn.

Salvation – You cast a saving spell onto an ally. If they are downed in the next 2 turns, they are revived with half HP. If they are not downed In the next 2 turns, they take immense Light or Dark damage.

Granting Aura – You release a shockwave granting nearby allies Temporary HP.

Shield of Faith – You grant an ally an aura that shields against Light or Dark damage, depending on subclass.

Faith Anchor – You designate an ally as your anchor of faith. If this ally drops to 0 HP at any time during the battle, you magically switch places with them and take their damage instead.

Divine Burden – If any creature dies within a small radius of you, you chant a prayer of parting for them, and gain advantage on your next turn.

Ultimate Ability – Ultimate Judgement – For 3 turns, you enter a stage in which rays of holy Light or Dark energy emanate from the sky, harming anyone within them. During this time, every ally is casted with Salvation except without it's negative repercussions, for 3 turns.

Subclass - Priest of Amare

Subclass - Priest of Adium

Type: Magic DPS

Weapon/Tool: Tome of Edicts

Origin: Varied

Children