Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders.
Priest Class Traits
Role: Healer, DPS
Power Source: Holy. Priests are masters of healing and preservation, infused with the light they can restore their wounded allies, shield them in battle, and even resurrect them from death
Key Abilities: Charisma, Spirit.
Armor Proficiencies: Cloth
Weapon Proficiencies: Staves, Wands, Daggers, and One-Handed Maces
Bonus to Defense: +2 Will
Hit Points at 1st level: 12+Constitution score
Hit Points per level: 4
Healing Surges: 5 + Constitution Modifier
Trained Skills: Religion. From the class skills list below, choose three trained skills at 1st level.
Class skills: Arcana, Diplomacy, Heal, History, Insight, Perception, and Streetwise.
Class Features: Priest Specializations, Heal, Power Word: Shield
Pick one of the three specializations below.
Uses magic to shield allies from taking damage as well as heal their wounds.
→ Whenever you cast Power Word: Shield on an ally, that target also has Damage Reduction equal to your Charisma modifier as long as they have Temporary Hit Points from your Power Word: Shield.
→ Power Word: Shield now lasts until the end of the encounter, or until the Temporary Hit Points are expended.
A versatile healer who can reverse damage on individuals or groups and even heal from beyond the grave.
→ Whenever the Priest uses a healing power to allow a target to spend a healing surge to gain hit points, the amount of hit points regained is increased by the Priest’s Spirit modifier.
→ Once per encounter, when the Priest uses a healing power on a bloodied target, that target can also heal as if they spent a healing surge in addition to however many hit points they would originally gain.
→ Your Heal spell also heals an additional 1d6/2d6 hit points.
Uses sinister Shadow magic, especially damage-over-time spells, to eradicate enemies.
→ You gain a shadowy visage, known as Shadowform that you can activate At-Will. In this form, you cannot use any spell with the healing Keyword, however, you gain a 2d8 bonus to all damage rolls with the Shadow Keyword.
→ Whenever you roll the maximum on a damage roll, you gain a healing surge.
→ You can spend a healing surge when you target a creature with a power with the Shadow keyword. If you do, you do not heal any hit points, instead, each ally within two squares of that target gains Temporary Hit Points equal to half their surge value.