Polychrome
Priest

Priest

Repent & Repeat

Hit Dice

Hit Die
D8 per Class Name Level
Hit Points at 1st Level
8 + your Constitution modifier
Hit Points at Higher Levels
D8 (or 5) + your Constitution modifier per ClassName level after 1st

Proficiencies

Saving Throws
Wisdom, Charisma
Skills
Choose two from History, Insight, Medicine, Persuasion, and Religion
Armor
Light
Weapons
Simple
Tools
None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Level Advancement Table

Level Proficiency Bonus Abilities
1 +2 Spellcasting, Ritual Casting, Cult Practice
2 +2 Spiritual Guidance
3 +2 Cult Feature
4 +2 Ability Score Improvement
5 +3 Divine Protection
6 +3 Cult Feature
7 +3 Rite Mastery
8 +3 Ability Score Improvement
9 +4 Divine Insight
10 +4 Cult Feature
11 +4 Greater Rite Mastery
12 +4 Ability Score Improvement
13 +5 Sacred Preservation
14 +5 Cult Feature
15 +5 Divine Eminence
16 +5 Ability Score Improvement
17 +6 Cult Feature
18 +6 Cult Mastery
19 +6 Ability Score Improvement
20 +6 Divine Apotheosis

Spellcasting

From 1st level, your connection to the divine allows you to channel and cast spells.

Spell Slots and Spells Known
The Priest’s spellcasting table matches that of the Cleric.
Ritual Casting
Starting at 1st level, you can cast any priest ritual spell from their book of rites without having it prepared.

Spell Slots per Level

Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2
3 3
3 4 2
4 4 3
4 4 3 2
4 4 3 3
4 4 3 3 1
4 4 3 3 2
4 4 3 3 3 1
5 4 3 3 3 2
5 4 3 3 3 2 1
5 4 3 3 3 2 1
5 4 3 3 3 2 1 1
5 4 3 3 3 2 1 1
5 4 3 3 3 2 1 1 1
5 4 3 3 3 2 1 1 1
5 4 3 3 3 2 1 1 1 1
5 4 3 3 3 3 1 1 1 1
5 4 3 3 3 3 2 1 1 1
5 4 3 3 3 3 2 2 1 1

Abilities

Cult Practice
At 1st level, you choose a Cult Practice that you adhere to. Your choice grants you features at 1st and then again at 3rd, 6th, 10th, 14th, and 17th levels.
Spiritual Guidance
Starting at 2nd level, once per long rest, you can grant an ally advantage on a single skill check or saving throw.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can’t increase an ability score above 20 using this feature.
Divine Protection
At 5th level, once per long rest, you can add your Priest level to another player’s saving throw.
Rite Mastery
At 7th level, you can cast one ritual spell as a standard action once per long rest.
Divine Insight
Starting at 9th level, you can use your Spiritual Guidance twice per long rest.
Greater Rite Mastery
From 11th level, you can cast any ritual spell as a standard action.
Sacred Preservation
At 13th level, once per long rest, you can protect a creature from death, stabilizing them if they fall to 0 hit points.
Divine Eminence
At 15th level, you can cast a spell without expending a spell slot once per long rest.
Cult Mastery
By 18th level, you’ve achieved such a mastery over your Cult Practice that you always have advantage on Religion skill checks.
Divine Apotheosis
At 20th level, your connection to your deity or philosophy reaches its pinnacle, granting a permanent boon or transformation based on your Cult Practice.

Amidst a campsite’s flickering firelight, the adventurers rested, nursing their wounds from a skirmish with the vicious Snackers. Kael, their Priest, quickly prepared a makeshift stone altar, placing upon it his sacred book of rites. He chanted softly, invoking the Mending Wounds ritual.

Each member approached in turn. For the ranger, Kael traced symbols over deep bite marks, which sealed as he passed. The mage, drained from the fight, sipped from a chalice Kael offered, her strength visibly returning.

The ritual’s final words resonated through the camp, imbuing a palpable energy. The once weary group now stood rejuvenated, their grateful eyes on Kael. Under the emerging stars, the bond between them deepened, a testament to shared battles and the healing power of faith.


The Cult of Boemon's Soil

Cult Practice: The Cult of Boemon's Soil

Priests of Boemon’s Cult are expected to maintain and protect places of natural growth, especially those of the Golden Sequoia. They conduct rituals during the planting and harvest seasons, and they mediate disputes, maintaining the order as Boemon desires. Reading from the “Alchemy of Soil” is a daily duty, and many take pilgrimages to the Iron Dome, the head temple, to gain deeper insights into their god’s will.

Level Progression Table

Level Abilities
1 Boemon’s Call, Boemic Spade
3 Father’s Protection
6 Blessing of the Golden Sequoia
10 Radiant Aid of the Holy Knight
14 Strength of the Earth’s Core
17 Boemon’s Avatar
20 Apotheosis: Earth’s Ultimate Guardian

Abilities

Boemon’s Call
At 1st level, Priests who select this Cult Practice can feel the heartbeat of the land. As an action, they can touch the ground to gain tremorsense within a 30-foot radius for 1 minute, allowing them to detect and pinpoint the origin of vibrations within this range, effectively “seeing” without relying on sight. Once used, this ability can’t be invoked again until after a short or long rest.
Boemic Spade
Upon selecting this Cult Practice at 1st level, the Priest receives proficiency with the Boemic Spade. This holy tool can be used both as a focus for their spells and a martial weapon with the same statistics as a spear. When wielding the Boemic Spade, it grants advantage on Religion checks related to earth, soil, or the god Boemon.
Father’s Protection
At 3rd level, as a reaction, the Priest can invoke the protective spirit of Boemon to grant themselves or an ally within 10 feet resistance to damage from the next attack that hits them. Once used, this ability can’t be used again until after a short or long rest.
Blessing of the Golden Sequoia
Starting at 6th level, once per long rest, the Priest can invoke the power of the Golden Sequoia to heal. By touching a creature, they can restore hit points equal to their Priest level x 5.
Radiant Aid of the Holy Knight
At 10th level, the Priest can bless a martial weapon with the radiant power of Boemon, adding an extra 1d8 radiant damage to its attacks. This blessing lasts for 1 minute. Once used, this ability can’t be invoked again until after a long rest.
Strength of the Earth’s Core
Starting at 14th level, the Priest, channeling Boemon’s strength, gains the ability to cause minor tremors in the earth. As an action, they can make the ground shake in a 20-foot radius, causing enemies to make a Dexterity saving throw or be knocked prone. This power can be used once per long rest.
Boemon’s Avatar
At 17th level, once per long rest, the Priest can invoke Boemon’s essence, transforming into a powerful earthly avatar. In this form, they gain resistance to all damage, their strength score increases by +4, and they can command the earth to rise or fall up to 10 feet within a 30-foot radius. This transformation lasts for 1 minute.
Apotheosis: Earth’s Ultimate Guardian
At 20th level, the Priest embodies the very essence of Boemon. Once per long rest, they can summon a coal black stag with iron antlers to serve as a mount for 1 hour. While riding the stag, they are immune to damage from non-magical sources, can move through solid earth and rock as if it were air, and their Boemic Spade attacks deal an additional 2d8 radiant damage.