Priest

Hit Points

 * Hit Dice: 1d6 per level
 * Hit Points at 1st Level: 6 + your Constitution modifier
 * Hit Points at Higher Levels: 1d6 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapons Simple melee weapons
 * Tools: None
 * Saving Throws Intelligence and Charisma
 * Skills: Choose three from Arcana, Religion, Deception, Persuasion, Intimidation, and History.

Equipment

 * (a) shortsword or (b) handaxe
 * (a) leather armor or (b) priest's robes
 * shortbow with 10 arrows
 * Some sort of religious item or trinket
 * A religious book for the religion you follow

Forgiveness
At 1st level, you may have a target creature in a 30 foot radius roll a Charisma saving throw against your Charisma ability score. If they fail, they follow your religion for 1 minute and gain the benefits of it for that same religion, while losing any previous bonuses from their other religion.

Spell Chart
At 2nd level, you may choose spells from the Bard spell list.

Book of Enlightenment
At 2nd level, a religious item, trinket, or book of your choice can be seen as a religious relic. Whenever you or another creature who follows the same religion has the relic in their equipment, they may add their proficiency bonus halved (rounded down) to any Charisma or Intelligence roll three times per long rest.

Religious Career
At 3rd level, you choose one of the Careers to fall under:
 * Preacher
 * Inquisitor
 * Missionary

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 18th level, you may increase an ability score by two or two ability scores by 1. As normal, you cannot increase an ability score above 20.

Religious Journey
At 7th level, when you travel for more than 1 mile between a city and your religious city and not on a main road, you may pay 100 gold for building supplies to construct a road between those cities.

Shrine
At 10th level, you may pay 100 gold and give up your relic to construct a place of worship for your religion. Any followers of your religion who are at least 100 feet from this shrine may add their proficiency bonus halved (rounded down) to any Charisma or Intelligence based roll.

Enlightenment
At 13th level, you may use a 2nd level spell slot to impose a disadvantage on a creature whenever they make a Charisma or Intelligence saving throw against you, as long as they follow a different religion than you.

Spare The Innocent
At 17th level, you may heal all friendly creatures around you for 3d6 + your proficiency bonus halved (rounded down) as long as they follow the same religion as you.

Splitting The Sea
At 20th level, you may use a 9th level spell slot to create a 100 foot long, 50 foot wide, and 100 foot deep hole in any surface. Any creatures who are initially caught beneath the hole must make a Dexterity saving throw. If failed, they fall and take 4d6 force damage and become Stunned until your next turn. If succeeded, they only take half and are not stunned.

Shepherd
At 3rd level, you may give an advantage on Intelligence and Charisma based rolls to any creature within a 30 foot radius as long as they follow your religion. You may do this three times before a short or long rest is needed.

Guiding Light
At 5th level, you may add your proficiency bonus halved (rounded down) to either your's or a creature's roll if that roll is for Insight or Perception. You may do this three times until a long rest is needed.

Prayer
At 10th level, you may use a 1st level spell slot to pray for any length of time. While praying, you cannot move, use items/magic, or attack, while any creature has advantage on any rolls against you, besides saving throws. Any Fiends or Undead in a 50 foot radius, if they can hear it, must make a Intelligence saving throw each of their turn while they are inside this radius. If failed, they will take 3d6 holy damage + your proficiency bonus halved (rounded down). If any creature who does not follow your religion is inside the radius and can hear it, they must make an Intelligence saving throw each of their turn while they are inside this radius. If failed, they have a disadvantage on the next Intelligence or Charisma based roll. You must have a relic to do this and you can only use this once per day.

Spreading Love
At 15th level, while using Prayer, any creatures who aren't Fiends and Undead and follow your religion will gain 1dd4 + your level halved (rounded down) + your proficiency bonus halved (rounded down) in temporary hit points upon walking inside the radius.

Improved Forgiveness
At 20th level, replaced Forgiveness with this feature. You may use a 1st level spell slot to have a target creature within a 50 foot radius from you make an Intelligence saving throw against your Charisma ability score. If failed, they follow your religion for 1 hour and gain the benefits of your religion while losing previous benefits from their previous religion. In addition, if that creature is a Fiend or Undead, they will instead not switch religions and take 10d6 holy damage + your level halved (rounded down).

Punish
At 3rd level, replace Forgiveness with this feature. You may target a creature that is at least 30 feet away from you and make them make an Intelligence saving throw against your Charisma ability score. If failed, they take 1d6 holy damage + your proficiency bonus + your level halved (rounded down). You may use this three times until a short or long rest is needed.

Convert
At 5th level, whenever you or a friendly creature rolls for damage, if that creature follows the same religion as you and the defending creature does not follow the same religion as you, you may roll a 1d4 + your proficiency bonus halved (rounded down) and add that number to the damage rolled and take that same damage halved (rounded up).

Shun
At 10th level, you may use a 3rd level spell slot to target a creature that is at least 30 feet away from you. If this creature does not follow the same religion as you, you may give them a disadvantage on the next Intelligence or Charisma based roll they make.

Heavenly Judgement
At 15th level, you may create a beam of light in a 50 foot radius of yourself that has a 30 feet radius and extends indefinitely into the sky. Any creature that would enter this area who does not follow the same religion as you will take 2d8 holy damage + your proficiency bonus halved (rounded down) and have a disadvantage on the next Intelligence or Charisma based roll. You may use this once per day.

Banned
At 20th level, you may target a creature that is within 5 feet of you and does not follow the same religion as you. For 1 minute, they are instantly pushed at least 50 feet away from you and cannot attack you, move towards you, or use items, magic, or features that target you.

Uplift
At 3rd level, whenever a friendly creature goes down to 0 HP, is within at least 30 feet from you and can hear you, and follows your religion, you may bring them back up to 1d4 + your level halved (rounded down) and give them temporary hit points equal to your proficiency bonus halved (rounded down).

Righteous Path
At 5th level, you may create a 30 foot long and 5 foot wide line in front of you and whenever a creature enters that area and they do not follow the same religion as you, they must make an Intelligence saving throw against your Charisma ability score. If failed, they follow your religion for 1 minute and gain the benefits of your religion while losing previous benefits from their previous religion.

Spread
At 10th level, you may make all creatures who do not follow the same religion as you in a 30 foot radius make an Intelligence saving throw against your Charisma score modifier. If failed, they follow your religion for 1 minute and gain the benefits of your religion while lost previous benefits from their previous religion.

Charity
At 15th level, you may target a creature that is within 50 feet of you. If that creature follows the same religion as you, they will heal 2d8 + your level halved (rounded down) and gain temporary hit points equal to your proficiency bonus. If they do not follow the same religion as you, they will instead take holy damage equal to 2d8 + your level halved (rounded down) and lose temporary hit points equal to your proficiency bonus if they have any.

Church's Property
At 20th level, you may use a 9th level spell slot and spend 1000 gold to take control of a place or worship and gain benefits that area would give you if you're at least 100 feet away from it.