Priests are the servants of the gods. They utilize the power of faith to draw on the power of the divine to bring about miracles. The gods themselves are the architects of the world and the priests are their most powerful devotees. By drawing upon their faith, a priest bring down the power of the gods to the world. While other seek to master control, a priest lets this power flow through them an into their allies to empower them, or into their enemies to weaken them. A priest is only limited by the strength of their faith.
The primary hallmark of a priest is access to divine magic. This is magic sourced from one of the many gods that influence the world. Each god is different and the magic provided by the gods is unique, further enhanced by the priest whos faith grants access to that power. While each god is unique and has their own demands, the powers they provide affect the mortal realm all the same and are divided into domains that further shape the powers therein.
You are a creature tapped into a power source infinitely greater than yourself. While arcane casters dabble in torrent of raw power, they risk being burned out, and while there is power in the natural world, primal caster risk being overwhelmed by it. You instead are given your magic from an intelligent source, more powerful and wiser than yourself. Other casters have to worry about where their magic comes from or how to control it, you instead rely on faith that you are being provided with the best power you can ever use.
When creating a priest, you have a few idea to think about. Centrally is why your character has gravitated to devoting themselves to a cause like this. There are plenty of religious people in the world, but few willingly face dangers in the name of their faith. Was there an event that drew to to the cause, or were you an ordinary person that received some sort of vision from the divine.
Secondly, who do you worship and how? Do you venerate a single deity or a pantheon of gods. Maybe you worship some sort of higher power than the tangible gods that most mortals put faith in, or you worship you ancestors who keep you from harm. Just like there are many gods, there are many ways to worship the gods as well. Your manner of worship is as important as who you worship.
Quick Build
You can make a wizard quickly by following these suggestions. First, Strength should be your highest ability, followed by Will and Cunning. Second, choose the acolyte background. Third, choose the Fortify and Sacred Flame cantrips. Choose clergy for your Job class to supplement your out of combat casting.
As a Priest, you gain the following class features:
Health
Health Pool: 0
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d6 per Priest level
Vitality at 1st Level: 6 + your Agility and Endurance
Vitality at Higher Levels: 1d6 (or 4) + your Endurance per Priest level after 1st
Combat Skills
Weapons: Priests start with simple weapon aptitude
Armor: Trained in the Light armor skill
Defense: Trained in the Mental skill
Skill Ranks at 1st Level: 1 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 3 Priest levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per 2 Priest levels after 1st
Action Points: A Priest uses Cunning when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) a mace or (b) any simple weapon
(a) a light crossbow and 20 bolts or (b) a divine focus
Leather armor
As a beacon of divine power, you can cast divine spells.
Cantrips
At 1st level, you know two cantrips of your choice from the divine spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table.
Preparing and Casting Spells
The Priest table shows what circle of spells you have access to based on your priest level. To cast one of these spells, you must expend the action point cost and add the cost of the spell to your threshold. Your threshold resets when you finish a long rest.
You prepare from a list of divine spells that are available for you to cast. To do so, choose a number of divine spells equal to your priest level plus your devotion to your deity. The spells must be of a circle for which you have access.
For example, if you are a 3rd-level priest, you can cast up to 2nd-circle spells. With a devotion of 3, your list of prepared spells can include six spells of 1st or 2nd circle, in any combination. If you prepare the 1st-circle spell “cure wounds”, you can cast it as a 1st-circle or 2nd-circle spell, accruing threshold and spending action points. 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 spells requires time spent in prayer and meditation: at least 1 minute per spell circle for each spell on your list.
You have a threshold equal to 3 times your priest level. Each spell you cast builds towards that threshold. If you go over that threshold, you roll a d20, and if the value of the dice is lower than the number over that threshold, you incur divine wrath, (see Thresholds in Spellcasting). You may have more or less of a threshold depending on other aspects such as favor with your divine source or how aligned the area you are in is to your divine source.
Spells of the 6th circle and higher are more taxing. You may cast one 6th, one 7th, one 8th, and one 9th circle spell per long rest.
Spellcasting Attribute
Divine magic doesn’t have an attribute associated with it, nor does the magic come from you in any way. Divine magic doesn’t target enemies directly but instead uses the caster as a focus for the spells. The target numbers for these spells is dependent on your devotion to your divine source.
Devotion
Devotion is not an attribute that is represented by any physical or mental score, rather it is meant to represent your character's faith or loyalty to their deity or an ideal. It is entirely an optional mechanic but designed to help flesh out the bridge between story and mechanics. Generally, your Devotion will start at 1 and can increase based on your actions, quests, or your Narrator might have it based on more role-playing aspects. If this is too much to worry about you can have your characters devotion increase by 1 at 4th, 9th, 13th, and 17th level. Generally your Devotion cannot be higher than half your priest level.
Choose one Divine Faith from the available options. Your choice grants you features when you choose it at 1st level. It also grants you additional benefits at 6th, 14th, and 18th levels.
Choose one of the following 3 orders: Order of Templar, Order of the Crusader, and Order of the Cleric.
As part of the Order of the Templar, you gain the following benefits:
Advanced weapon aptitude
Medium and Heavy armor Training
As part of the Order of the Crusader, you gain the following benefits:
Advanced weapon aptitude
1 extra cantrip of your choice and trained in the spell skill
As part of the Order of the Cleric, you gain the following benefits:
1 extra cantrip of your choice and trained in the spell skill
Medium and Heavy armor Training
At 2nd level, your choice of Domains grants you domain powers and a unique channel divinity feature. You gain additional domain powers at 10th and 17th level.
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Radiant Burst and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain 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.
Beginning at 10th level, you can use your Channel Divinity twice between rests, and beginning at 17th level, you can use it three times between rests. You can only use your Channel Divinity once per round. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Radiant Burst
For 3 Action Points, you can release a burst of divine energy to heal your allies or to damage your foes in a 20-foot radius out from you. You choose when you use this effect whether the effect heals or does damage, and you choose who in the area is affected by the ability. The amount of damage or healing is 1d4 per priest level. When used for damage, the type of damage is divine sourced fire damage.
When empowered, the healing is increase to 1d6 and the damage is increased to 1d8.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
At 10th level, when you cast a spell while you are over your Threshold, you subtract half your level from the d20 roll. Also, as long as you are not over your threshold, you may add your devotion to any rolls to maintain concentration on your spells.
At level 20, become an avatar for your deities power. You no longer have a Threshold and you have unlimited uses of Channel Divinity.