AoM Priest


“Hear your fate, O dwellers in Sparta of the wide spaces;
Either your famed, great town must be sacked by Perseus’ sons,
Or, if that be not, the whole land of Lacedaemon
Shall mourn the death of a king of the house of Heracles,
For not the strength of lions or of bulls shall hold him,
Strength against strength; for he has the power of Zeus,
And will not be checked until one of these two he has consumed.”

- The Oracle of Delphi


Priests and priestesses have existed since the earliest of times and in the simplest societies. The necessity to read sacred texts and keep temple or church records helped foster literacy in many cultures. Priests develop and conduct religious rituals, interpret the demands of gods, teach and enforced religious laws, and seek new converts to the faith. Every priest has different magical abilities and no two priests are alike, some can call down divine wrath whilst others can shelter and heal, all depending on which gods they follow.

Alignment: Must be within one step of Deity’s.

Hit Die: d8.

Class skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

Level BAB Fort Ref Will Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th* 7th* 8th* 9th*
1st +0 +0 +0 +2 Domains, 1st god power 3 1
2nd +1 +0 +0 +3 4 2
3rd +2 +1 +1 +3 4 2 1
4th +3 +1 +1 +4 2nd god power 4 3 2
5th +3 +1 +1 +4 4 3 2 1
6th +4 +2 +2 +5 4 3 3 2
7th +5 +2 +2 +5 3rd god power 4 4 3 2 1
8th +6 +2 +2 +6 4 4 3 3 2
9th +6 +3 +3 +6 4 4 4 3 2 1
10th +7 +3 +3 +7 4th god power 4 4 4 3 3 2
11th +8 +3 +3 +7 4 4 4 4 3 2 1*
12th +9 +4 +4 +8 4 4 4 4 3 3 2*
13th +9 +4 +4 +8 5th god power 4 4 4 4 4 3 2* 1*
14th +10 +4 +4 +9 4 4 4 4 4 3 3* 2*
15th +11 +5 +5 +9 4 4 4 4 4 4 3* 2* 1*
16th +12 +5 +5 +10 6th god power 4 4 4 4 4 4 3* 3* 2*
17th +12 +5 +5 +10 4 4 4 4 4 4 4* 3* 2* 1*
18th +13 +6 +6 +11 4 4 4 4 4 4 4* 3* 3* 2*
19th +14 +6 +6 +11 7th god power 4 4 4 4 4 4 4* 4* 3* 3*
20th +15 +6 +6 +12 Deific Aspect 4 4 4 4 4 4 4* 4* 4* 4*

*The priest spell list has no spells of these levels but these slots can be used for metamagic.

Class Features

Weapon and Armor Proficiency

Priests are proficient with all simple weapons, light armor, and shields (but not tower shields).

Favored Weapon

At 1st level a priest gains proficiency with his Deity’s favored weapon. If the weapon is a simple weapon, he gains Weapon Focus with his deity’s weapon instead. If his deity’s favored weapon is a torch, he gains the Firebrand (AKA Torch Fighter) feat for free instead.


At 1st level a priest chooses 4 domains from those offered by his deity. The priest does not automatically gain domain powers (see god powers below) but he does add all of the spells offered by the domains to the priest spell list at appropriate levels. Some deities list “druid domains” as well, these are domains from the “animal and terrain domains” list available to Domain Druids. A priest may choose any druid domain instead of a cleric domain should he so choose, up to his maximum of 4 domains.


A priest casts divine spells, which are drawn from the priest spell list. Like a cleric, a priest must choose and prepare her spells in advance.`

To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.

Priests must pray for their spells, receiving them as divine inspiration. Each priest must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells.

Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the main table. In addition, she receives bonus spells per day if she has a high Wisdom score.

Each priest has a particular holy symbol (as a divine focus) depending on the priest’s magical tradition.

Chaotic, Evil, Good, and Lawful Spells A priest can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Priest Spell List
Priests choose their spells from the following list, as well as from the domains chosen at 1st level:

0th Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue.

1st Level: ant haul, bane, bless, bless water, curse water, detect alignment, detect the faithful, endure elements.

2nd Level: aid, bear’s endurance, bull’s strength, cat’s grace, delay poison, instant weapon (deity’s favored weapon only).

3rd Level: neutralize poison, Hellenic remove curse, remove disease, tongues, water of maddening.

4th Level: mighty strength, minor creation, planar ally, lesser, polymorph, restoration, sending.

5th Level: break enchantment, hallow, Hellenic commune, major creation, snake staff, true seeing, unhallow.

If a domain given spell has a Hellenic equivalent (as noted on the sorceress spell list), the priest gains access to that version instead of the normal one.

God Powers

At 1st level, 4th level, and every three levels thereafter (7th, 10th, and so on), a priest receives a new boon from her god that grants her powers and abilities. God powers are chosen from the domain powers his chosen domains and subdomains. The priest’s effective cleric or druid level for these abilities is equal to his priest level. A priest may pick an 8th level domain power at 7th level.

Deific Aspect

At 20th level the priest becomes a living embodiment of his deity. He ceases aging, his type changes to outsider (augmented, native), he gains low-light vision, darkvision 60 ft., resistance based on his deity’s alignment, and DR 5/-. Finally, his natural weapons and any weapons he wields are considered aligned to his Deity’s alignment for the purpose of overcoming damage reduction. If his deity is neutral on any of the alignment axes, the priest can choose which of the two alignments his attacks count as. Once chosen, this choice cannot be changed. This transformation is blatantly obvious to any onlookers, as the priest always takes on an inhuman visage of some sort, anything ranging from animal heads to metallic skin.

Good deities offer acid resistance 10, cold resistance 10, and electricity resistance 10.

Neutral deities offer acid resistance 10, electricity resistance 10, and sonic resistance 10

Evil deities offer cold resistance 10, electricity resistance 10, and fire resistance 10.


A priest who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a priest of that god until she atones for her deeds through either deeds or divine intervention.

AoM Priest

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