The Light Priest
Hit Points
Hit Dice: d8 per The Light Priest level
Hit Points at first Level: See Priest
Hit Points at Higher Levels: See Priest
Overview & Creation
After spending much of their lives in temples studying ancient doctrine, preaching the tenets of their faith, and pledging their full devotion to the divine powers they follow, the most adept priests leave their houses of worship to serve on the battlefield, as shepherd to flock. There, they use their holy powers to bless allies and mend wounds. And while most stay behind the front lines to aid their comrades, these holy champions are also capable of smiting foes and carrying out sacred justice. They’re also morally opposed to the use of Shadow and Void magic—rather, they are exemplars of the incredible grace and power of the divine and the Light, and even death cannot fully stop their healing capabilities.
Subclass Options
Light Knowledge
Beginning at 1st level when you choose this path, you learn the sacred flame cantrip. When you gain additional levels in the class, you learn new spells at the following levels that always count as prepared for you:
Light Knowledge
Priest Level |
Spells |
1st |
guiding bolt, healing word |
3rd |
moonbeam, prayer of healing |
5th |
aura of vitality, spirit guardians |
7th |
aura of life, guardian of faith |
9th |
hallow, mass cure wounds |
Hands of the Holy
At 3rd level, your healing magic improves. When you restore hit points to a creature, it gains additional hit points equal to 2 + the spell's level.
Servant of the Light
At 6th level, your healing magic can soothe you as well as others. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Purify
At 10th level, you can use your action to cleanse an ally of one poison or disease or a harmful magical effect afflicting them. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). When you finish a long rest, you regain all expended uses.
Holy Guardian
At 14th level, you can summon a spirit as an action to watch over an ally within 60 feet for 1 minute. Any healing received by this ally is maximized, and if your ally takes damage or some other effect that would reduce him or her to 0 hit points, the spirit absorbs the damage, ending this effect. After you use this feature, you must wait until after you finish a long rest before you can use it again.
Spirit of Redemption
At 20th level, you can become an avatar of holy power, detaching your spirit and becoming one with the divine. As an action, you can assume the form of a spirit healer for up to 1 minute or until you end this feature on your turn (no action required). While in this form, you are incorporeal, gaining immunity to nonmagical weapons, and can move through other creatures, though your body becomes incapacitated.
You can still cast spells as normal, though your physical attacks have no effect on the plane. As an action, you can touch an adjacent creature that is not a construct or undead and restore 4d8 hit points. You can also cast revivify without expending a spell slot or material components. After you use this feature, you must wait until after you finish a long rest before you can use it again. This feature also activates if you ever die, though you cannot use resurrection magic on your own body.