There are many gods and a diverse set of power an abilities granted from those gods, but what seperates one priest from another is their Faith. A priests Faith is their direct interaction with their god, perhaps they worship a pantheon of gods, or they see the world only really having one god with many aspects. Whatever the view, a priest's Faith helps to define how they get the powers and how they are focused.
While most people believe in the gods, you worship a large group, if not all the gods. The gods guide and help all mortals, so it only makes sense that you should revere all of them in turn. By selecting this faith, you allow all the god's power to help you and empower you. This give you access to two different domains, and eventually three domains.
Starting at 1st level, your deep connection with the pantheon grants you insight into a diverse array of sacred invocations. You learn one additional cantrip of your choice from the Divine spell list. Whenever you finish a long rest, you can replace one cantrip you know with another cantrip from your available cantrips.
By 6th level, your spectrum of divine capabilities expands, granting you the Channel Divinity feature from a second domain, reflecting a broader range of divine influence.
By 14th level, your comprehensive devotion and spiritual insight allow you to fully embrace and master a second domain, incorporating its full breadth of powers and teachings into your practice.
At 18th level, you achieve an exceptional level of spiritual synthesis by gaining the Channel Divinity feature of a third domain. Choose a third domain, you gain the channel divinity feature from that domain.
While other priests openly flaunt their power and teachings, you know that the path to the rest of the gods is not open to all. Certain rituals and rites that you have discovered are the true secret to true happiness and an eternal rest. You may have a small group that you watch over, or perhaps you were singularly chosen by your deity to perform some rite that could decide the fate of the world. Either way, you are devoted the the secrets that you know.
At 1st level, your connection to the esoteric rituals of your faith allows you to tap into hidden arcane knowledge and secret rites. You learn one cantrip from the arcane spell list and you can swap this cantrips for another one after a long rest. Additionally, you can choose one 1st-level spell from the Arcane spell list to add to your known spells. This spell counts as a priest spell for you, and you can cast it using your threshold.
You also gain the ability to choose to cast spells using your Will as your casting stat. You can use your Will whenever a spell refers to your spellcasting attribute. In addition, you use your Will when making an attack roll for a spell you cast or when setting the Spell Defense target.
Spell modifier = your spell rank + your Will
Spell Defense = 8 + your spell rank + your Will
At 6th level, you gain the ability to perform special rites to empower your actions, gaining Rite Points. You have a pool of Rite Points equal to your Will (minimum of 1). For 3 Action Points, you can spend Rite Points to gain the following benefits. You can only spend Rite Points on one ritual action per turn. You regain all expended Rite Points after a long rest.
At 10th level, you can spend Rite Points on up to two ritual actions per turn, and your pool of Rite Points increases by 1.
You gain access to the following options for spending Rite Points:
Rite of Flame (1 Rite Point): The target's weapon attacks deal an extra 1d6 fire damage.
Rite of Speed (1 Rite Point): The target's movement increases by 2.
Rite of Protection (1 Rite Point): The target gains temporary Vitality equal to twice your priest level.
Rite of Striking (1 Rite Point): Add your Will to your weapon attack's damage until the end of your turn.
Rite of Insight (1 Rite Point): Gain advantage on your next attack or defense roll.
Rite of Potency (2 Rite Points): Your next spell or attack deals additional damage equal to your priest level.
Rite of Extension (2 Rite Points): The duration of your next spell or effect is doubled.
Rite of Empowerment (2 Rite Points): Your next spell or attack has double the normal range.
At 14th level, your expertise in performing rituals enhances the potency and flexibility of your rites. When you use your Ritual Empowerment feature, you gain the ability to perform a Grand Ritual, allowing you to enhance a single action with two different ritual empowerments by spending the appropriate number of Rite Points for each. Additionally, the number of ritual actions you can perform per turn increases to three.
You gain access to the following options for spending Rite Points:
Rite of Clarity (1 Rite Point): Remove one condition affecting you or an ally, such as blindness, deafness, or being poisoned.
Rite of Piercing (1 Rite Point): Your next spell ignores resistance and immunity to its damage type.
Rite of Resilience (2 Rite Points): The target gains resistance to all damage types for 1 minute.
Rite of Restoration (2 Rite Points): Heal an ally for an amount equal to your priest level to their Vitality plus your Will to their Health.
Rite of Quickening (2 Rite Points): Your next action costs 2 fewer action points (minimum of 1).
Rite of Warding (2 Rite Points): Create a protective barrier around you or an ally, giving them +2 armor for 1 minute.
Rite of Elemental Mastery (3 Rite Points): For 1 minute, you can change the damage type of your spells to any elemental type (fire, cold, lightning, thunder, acid).
At 18th level, your mastery of the esoteric rites reaches its peak. Once per long rest, you can perform an Ultimate Ritual. For 5 Action Points, you gain a temporary pool of 5 Rite Points that can be used in addition to your regular pool. These Rite Points last for 1 minute. During this time, you can use up to four ritual actions per turn by spending the appropriate number of Rite Points.
Additionally, you gain access to the following powerful options for spending Rite Points:
Rite of Binding (2 Rite Points): Your next spell or attack restrains the target for 1 minute if they fail a saving throw.
Rite of Arcane Power (3 Rite Points): You can cast any spell from the Arcane spell list up to the 7th circle without spending any material costs. You can only use this feature once per long rest.
Rite of Ultimate Protection (3 Rite Points): You and all allies within 30 feet gain resistance to all damage types for 1 minute.
Rite of Overwhelming Power (3 Rite Points): For 1 minute, whenever you deal damage with a spell or attack, you deal additional damage equal to half your priest level.
Rite of Divine Intervention (3 Rite Points): As a reaction, reroll a failed saving throw or force an enemy to reroll a successful attack roll against you or an ally within 30 feet.
Rite of Supreme Healing (3 Rite Points): Heal all allies within 30 feet for an amount equal to your priest level plus your Will.
Rite of Transference (3 Rite Points): Transfer any conditions affecting you to an enemy within 30 feet if they fail a saving throw.
Rite of Echoes (3 Rite Points): Your next spell or attack echoes, repeating its effect at the start of your next turn without costing action points or resources.
You know the great truth to the world beyond our own, and the secrets to the life beyond this one. That there is truly but one being that hold power over even the gods. It is devotion to this being that can guide mortals to their true path in life and even to the like beyond this one. As a priest of this faith, you seek to bring to bring all people together to a greater sense of who we are, and help bring purpose and joy to the world how ever you can.
Upon joining the Empyrean Unity Faith, you are blessed with the first glimmers of celestial power, marking the beginning of your journey towards divine unity. You are trained in the Spirit defense skill.
Upon reaching 6th level, your connection to the celestial realms deepens, allowing you to tap into the divine energies more frequently. You gain an additional usage of your Channel Divinity feature between rests.
At 14th level, your divine connection allows you to bolster your Channel Divinity abilities. When you use Channel Divinity, you can choose to enhance its effect, as listed in the powers description, by using two uses of channel divinity.
At 18th level, your divine connection reaches its peak, granting you unparalleled power. You can use your Channel Divinity feature twice per round. If you do not have any uses of Channel Divinity when you start combat, you can one use of Channel Divinity.
Fire and Water, Light and Dark, Life and Death, Good and Evil. There is a balance to the world in all its forms and the gods are just a part of this. For every realm of heaven, there is another layer of hell. But this duality is the key to the world. The balance of power is where the mortal realm sits, and you have learned to tap into this sense of balance. When you choose this faith you select two domains, opposites of each other to use.
Mystic - Confluence
Forge - Tempest
Grave - Death
Life - War
Light - Night
Order - Chaos
After a short or a long rest you can perform a 1 minute ritual to change your selected domain to the opposite domain.
At 1st level, you can call upon dualistic energies to guide your actions and hinder your enemies. Choose two pairs of effects from the list below, representing opposite aspects of your faith. As a reaction to an ally or enemy within 30 feet of you making an attack or defense roll, you can spend 2 Action Points to grant them the benefit of one of these effects, while also affecting an ally or enemy within 30 feet with the opposite effect. You can use this ability a number of times equal to your Devotion, and regain all expended uses after a long rest.
Light's Embrace / Shadow's Curse:
The ally gains a bonus to their attack roll or saving throw equal to your devotion modifier.
An enemy within 30 feet of you has disadvantage on their next attack or defense roll.
Flame's Spark / Frost's Chill:
The ally's attack deals extra fire damage equal to your Devotion.
An enemy within 30 feet of you has their movement reduced by 2 until the start of their next turn.
Vitality's Boon / Decay's Touch:
The ally gains temporary Vitality equal to your Devotion.
An enemy within 30 feet of you takes necrotic damage equal to your Devotion.
Starting at 6th level, you can shift your focus to the opposite domain. For 4 action points, you can switch to the other domain, gaining advantage on attack and defense rolls until the start of your next turn. Alternatively, you can switch domains as a reaction to taking damage or being affected by a condition, for 3 action points. After using this ability, you cannot switch domains again until you complete a short or long rest.
At 14th level, your understanding of balance between opposites enhances your power. When you switch domains using Equilibrium Shift, you also gain temporary Vitality equal to twice your priest level and temporary Health equal to your Devotion. Additionally, the first spell you cast after switching domains deals maximum damage or healing, depending on the nature of the spell. You also gain additional action points after each domain switch equal to your Devotion.
At 18th level, you have mastered the art of balancing dual forces. You can switch between your paired domains for 1 action point, without requiring a rest. When you switch domains, you gain the benefits of Equilibrium Shift and Duality Mastery for 2 turns. Additionally, when you use your Channel Divinity, you can choose to use both domain effects simultaneously, without expending additional uses of Channel Divinity. This feature can be used once per long rest.
There are many different gods that mortals can worship, but to you, these gods are just pieces of a larger machine that keeps the world moving. These gods are just sources of divine power, but they are not the only source of power that you can access. The trees, the rocks, the mountains, the people of the world, even their joy and hatred are just collections of this divine power that you tap into. The gods are not the source of this power, just teachers who have tought us to find this power on our own.
At 1st level, you gain the ability to draw upon the primal forces of nature. You can choose one additional cantrip from the Primal spell list. Additionally, you can swap one of your known cantrips with another cantrip from the Divine or Primal spell list after a long rest. You can also swap one of your known 1st-circle spells with another 1st-circle spell from the Divine or Primal spell list after a long rest.
At 6th level, you gain the ability to permanently change your domain to better align with the energies of the world around you. Once per long rest, you can perform a 1 minute ritual that allows you to select a new domain from the list of available domains. This change is permanent until you perform the ritual again.
Starting at 14th level, your connection to the primal energies enhances your spellcasting capabilities. Whenever you cast a spell that deals damage, you can choose to change the damage type to acid, cold, fire, or lightning. Additionally, when you cast a spell that heals, you can add an additional 1d8 healing for each level of the spell slot expended.
At 18th level, you achieve a state of ultimate harmony with the primal forces. You can use your Domain Shift feature twice between long rests. Additionally, whenever you use your Elemental Confluence feature to change a spell's damage type or enhance its healing, you can also choose one creature within 30 feet of you to gain resistance to the chosen damage type or regain Health equal to your Devotion.