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Showing posts with label priest. Show all posts
Showing posts with label priest. Show all posts

2021-09-04

Custom Spells For the Priest Archetype

Note: The application to Krynn of these custom rules is described in the following post: Priest Vocations for the Holy Orders of the Stars.

The following spells are specific to the French 5e SRD by Black Book Edition, and are necessary to use the spheres above without needing to modify them.

The text below is a plain French-to-English translation (Google-powered, then manually fixed), and thus, follows the 5th Edition SRD licence.


Animal companion

You try to convince a beast within range and in your field of vision to become your traveling and adventure companion. The animal must not be hostile as you cast the spell and coax it with some food during the casting. The success of the spell is automatic if the danger rating of the beast does not exceed 1/2 and its intelligence value is less than or equal to 4. Otherwise, the beast is not affected by the spell.

If the spell is successful, you can communicate rudimentary with your companion and give them simple commands like attacking or following a target, bringing back an object in sight, guarding a location or creature, etc. It doesn't require you to spend an action. Plus, you can hear and see through your companion's ears and eyes, as if you were occupying their location. On your turn, you may spend a bonus action to switch between using your senses and using your own. As long as you use his senses, you are blind and deaf to your own surroundings.

When the health points of an animal companion are equal to 0, he follows the same rules as a character and he can receive healing. After each short rest, the life points of the animal companion go up to half of its maximum if they are lower than this value. After each long rest, the companion recovers all of the lost life points.

Each day, you can keep the same animal companion without having to cast the spell again, simply by sacrificing the corresponding spell slot and using a bonus action.

At a higher level. If you cast this spell using a slot of level 3 or higher, you can choose from the list below for one additional effect per level beyond level 2. You cannot choose the same effect more than once.

  • Cast the spell on a beast whose danger rating is less than or equal to 1.
  • Grant your companion with a Danger Rating of 1/2 or less resistance to all damage types and an advantage on attack and saving throws.
  • Communicate telepathically without distance limit with your companion and gain the ability to heal him for a number of life points of your choice by spending a bonus action and as much of your own life points, with no distance limit.
  • Assign an additional identical beast. When you choose other effects, that second companion benefits as well.

 

Aura of Strength

You designate up to five creatures within range that you can see. You and the targets of the spell gain resistance to acid, lightning, fire, cold, and necrotic damage for the duration of the spell. You and target creatures also have advantage on all Strength checks and saving throws.

 

Desiccation

  • Source: https://5e-drs.fr/grimoire/dessiccation/
  • Transmute Level 2
  • Casting time: 1 action
  • Range: 18 meters
  • Components: V, S, M (a drop of water)
  • Duration: concentration, up to 1 minute
  • Class: Magician, Sorcerer

You designate a living target within range of the spell, and as long as you focus, the water in its body will flow through its eyes, mouth, ears, or pores on its skin. At the start of each of its turns, the target must succeed on a Constitution saving throw or take 2d6 necrotic damage. A successful save halves this damage.

Undead, man-made creatures, and elementals are immune to this spell.

At a higher level. When you cast this spell using a spell slot of 3rd level or higher, you can assign an additional target per slot level beyond 2nd level.

 

Erase

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

 

Expiation of the righteous

The next time you land a melee attack during the spell's duration, you cast a repentance order on the creature you strike. On this attack, she takes 3d8 psychic damage, crushed by the weight of her sins and guilt. In addition, she must succeed on a Wisdom saving throw or be stunned until the end of her next turn and suffer disadvantage on all Wisdom checks for one minute.

 

Ghostly Instrument

You create an illusory manifestation of a ghostly musical instrument near a creature of your choice within range. This ghostly instrument is visible only to this creature and follows it wherever it moves, even if it is no longer visible or no longer within range of the spell. The instrument produces music that can only be heard by the target, which causes appalling pain and pain. At the start of each of its turns, the creature must succeed on a Wisdom saving throw or take 2d4 psychic damage and be stunned until its next turn. On a success, the damage is negated and the spell ends. Creatures with Intelligence less than 3 are immune to this spell; creatures other than humanoid or giant gain advantage on their saving throw.

At a higher level. When you cast this spell using a spell slot of 2nd level or higher, you can target one more creature per level above 1st level.

 

Halo of Benevolence

A white, shimmering halo of sacred energy surrounds you for the duration of the spell. At the moment of the casting, living creatures within 3 meters of you heal as much hit points as their proficiency bonus, without exceeding their maximum. In addition, all have resistance against necrotic damage for the duration of the spell. Undead in this area at the start of their turn suffer 1d6 points of radiant damage.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, damage increases by 1d6 per level above 4th level. 

 

Heroic Blessing

You designate up to 5 creatures within range that you can see. You and the targets have advantage on the attack roll on the first attack of each of your turns for the duration of the spell.

 

Imaginary Shadows

  • Source: https://5e-drs.fr/grimoire/ombres-imaginaires/
  • Level 2 illusion
  • Casting time: 1 action
  • Range: 18 meters
  • Components: V, S, M (a piece of coal)
  • Duration: concentration, up to 1 minute
  • Class: Bard, Sorcerer / Spellblade, Wizard, Shadowblade

You designate a target within range and in your field of vision. You create nightmarish spooky images in his mind. The victim must succeed on an Intelligence saving throw. On a failed save, she perceives shadowy silhouettes assaulting her, inflicting disadvantage on all her actions for the duration of the spell.

At a higher level. When you cast this spell using a spell slot of 5th level or higher, the spell lasts until the end of its normal duration without requiring concentration.

 

Mantle of Frost

You cover yourself with an envelope of frost. You gain damage resistance against the next successful attack against you, while the creature that attacked you takes half the damage of its attack as Cold damage. Then the spell stops working.

At a higher level. If you cast this spell using a slot of level 2 or higher, the spell affects one additional attack for each level above the first.

 

Panacea

You unleash a wave of cleansing energy that instantly ends the following diseases, poisons, and special conditions affecting your allies in the area: Deaf, Blind, Charmed, Poisoned, Stunned, Neutralized, Petrified, and Terrorized. It also negates the effects of sleep and the effects of the weak spirit spell.

 

Putrefaction

A creature within range that you can see suffers your curse. As soon as you inflict a wound on him, it gradually spreads to his whole body, which takes on a purplish hue. The wounds become infected and festering. Until the spell ends, the target takes 1d4 points of necrotic damage at the start of its turn and gains disadvantage on Constitution rolls. The damage ends if the target leaves the range of the spell.

If the target dies while under the spell, its body bursts and affects creatures within 5 feet of it. Newly affected targets must succeed on a Constitution or Dexterity saving throw to avoid being affected by the spell.

At a higher level. When you cast this spell using a 3rd level slot, victims take 2d4 damage. The damage increases to 3d4 at 5th level, 4d4 at 6th level, and 5d4 at 9th level.

 

Secret Page

  • Source: https://www.d20pfsrd.com/magic/all-spells/s/secret-page/
  • Transmute Level 3
  • Casting time: 10 minutes
  • Range: touch, (page touched, up to 3 sq. ft. in size)
  • Components: V, S, M (powdered herring scales and a vial of will-o’-wisp essence)
  • Duration: Permanent
  • Class: Bard, Sorcerer, Wizard

Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster. This spell cannot be used to change a spell contained on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page‘s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

 

Spear of the righteous

The ambient light concentrates in your hand and takes the form of a ray in the shape of a spear. You must succeed in a melee attack to hit the target. The Light Spear deals 3d8 radiant damage. In addition, the affected creature is blinded. She must make a Constitution saving throw on each of her subsequent turns until a successful result to avoid being blinded again.

 

Squall

  • Source: https://5e-drs.fr/grimoire/bourrasque/
  • Level 2 evocation
  • Casting time: 1 action
  • Range: personal (18 meter line)
  • Components: V, S, M (a vegetable seed)
  • Duration: concentration, up to 1 minute
  • Class: Druid, Sorcerer / Spellblade, Magician

An area of ​​strong wind 18 meters long by 3 meters wide blows from your position in any direction you choose for the duration of the spell. Each creature that begins its turn in the area must succeed on a Force saving throw, or it is thrown back 4.50 yards away from you, in the direction of the wind.

A creature in the area must spend two feet of movement to get three feet closer to you.

The squall disperses gases and vapors and extinguishes candles, torches and other similar open flames in the area. Flames protected, for example by a lantern, stir madly and have a 50% chance of extinguishing.

You can change the direction in which the squall blows as a bonus action on each of your turns until the spell ends.

 

Strike of the righteous

The next time you land a melee attack during the spell's duration, your weapon strikes your target with the energy of Holy Justice. The target takes an additional 2d6 damage and a side effect. The type of additional damage dealt and the nature of the effect depend on the type of damage inflicted by your weapon (for example, sharp for a sword, blunt for a hammer):

  • Bludgeoning: Thunder damage and Force saving throw, or be Deafened for 1 round and knocked down.
  • Piercing: Psychic damage and Wisdom saving throw, or be Terrorized for 1 round.
  • Slashing: Radiant damage and Charisma saving throw, or be Blinded for 1 round.

At a higher level. If you cast this spell using a slot of level 2 or higher, you inflict 1d6 points of damage for each level of spell slot above level 1.

 

Sudden stalagmites

You make stone stalagmites rise from the ground 3 meters high in a square area of ​​3 meters ridge within range of the spell. If they reach the ceiling before reaching their maximum size, the stalagmites stop growing. Each creature in the area must make a Dexterity save. A creature flying within 3 yards of the ground has advantage on this roll. On a failed save, the stalagmites deal 4d4 piercing damage and the target is trapped between the stalagmites until the spell ends. On a success, she takes only half the damage and is free to move. A target hampered by stalagmites can use an action to perform a Force save. On a success, the creature breaks free, but takes 1d6 bludgeoning damage. For the duration of the spell, the terrain where the stalagmites are located is considered difficult.

At a higher level. When you cast this spell using a slot of 3rd level or higher, piercing damage increases by 2d4 for each level above 2nd level.

 

Vitality

Up to six living creatures of your choice, within range and in your sight, heal 1 life per round until the spell ends.

At a higher level. When you cast this spell using a spell slot of 4th level or higher, you increase the number of hit points recovered per round by 1 point per level above 3rd level.

 

Wilting

Necromantic energy floods a creature of your choice within range and sight of you, and drains its bodily fluids and vitality. The target must make a Constitution saving throw. If she fails, she takes 8d8 necrotic damage, only half if she succeeds. This spell has no effect on undead or man-made creatures.

If you target a plant creature or magical plant, it suffers disadvantage on the saving throw and the spell inflicts maximum damage on it. If you target a non-magical plant that isn't a creature, such as a tree or bush, it doesn't get any saving throw, but withers and dies.

At a higher level. If you cast this spell using a slot of 5th level or higher, the damage increases by 1d8 per level above 4th level.

2021-08-04

Priest Vocations for the Holy Orders of the Stars

Chris Dien, Holy Orders of the Stars rulebook

In previous posts (here, and here, and here), I shared an alternative mechanics for the D&D5 Cleric: Priest as a Cleric archetype, and Vocations as better designed Domains.

Here, I will share my own variation on the Holy Orders of the Stars, using this custom Priest and Vocations variants, basing the choices of Spheres on what is available in the Holy Orders of the Star sourcebook, as well as other D&D books.

Vocations

It is important to keep in mind that these vocations are offered as alternative to D&D3.5's and D&D5's domains in a D&D5 ruleset.

Also, in my campaign, some gods do not have Clerics, but alternative classes. For example, Chislev only has druids (or rangers), Majere only has monks, and Branchala only has bards, and Kiri-Jolith's name has changed (the original name sounds dumb in French...). But this is campaign specific, so feel free to ignore.

Pantheon of Good

  • Branchala: Arts, Charm/Love
  • Habbakuk: Nature, Water
  • Kiri-Jolith: Strength/Feats/Courage, War
  • Majere: Meditation
  • Mishakal: Life/Healing, Cure
  • Paladine: Justice/Nobility, Light, Protection
  • Solinari: -

Pantheon of Balance

  • Chislev: Earth, Nature
  • Gilean: Knowledge
  • Lunitari: -
  • Reorx: Earth, Forge
  • Shinare: Commerce, Travels
  • Sirrion: Charm/Love, Fire
  • Zivilyn: Knowledge, Time

Pantheon of Evil

  • Chemosh: Death, Undeath
  • Hiddukel: Charm/Love, Deception/Illusion
  • Morgion: Illness/Weakness
  • Nuitari: -
  • Sargonnas: Strength/Feats/Courage, War
  • Takhisis: Deception/Illusion, Night/Darkness, Tyranny
  • Zeboim: Thunder/Storms, Water

Conclusion

With the above information, I hope you have now an alternative to D&D5's rather coarse domains, making your Cleric much more specific to their deity than normally possible.

2021-06-01

Custom Vocations for the Priest Archetype

Note: The application to Krynn of these custom rules is described in the following post: Priest Vocations for the Holy Orders of the Stars.

Following the previous post, where the Priest Archetype was defined as an alternative Cleric Domain, and Vocations were introduced, we can now introduce custom priest vocations.

These were usually inspired by either the domains defined in various Dragonlance D&D3.5 rulebooks (mostly the excellent Holy Orders of the Stars), as well as some homebrew or unearthed arcana D&D5 domains.


Custom Priest Vocations

 

Commerce

Cleric LevelSpells
1comprehend languages
3zone of truth
5tongues
7secret chest
9telepathic bond

Divine Energy Channel: Glibness

For one hour, when you roll Charisma Ability, you can replace the dice result with 15.

 

Cure

Cleric LevelSpells
1healing word
3prayer of healing
5mass healing word
7halo of benevolence (see Custom Spells for the Priest Archetype)
9mass cure wounds

Divine Energy Channel: Purification

You can end either one disease or one condition (among blinded, deafened, paralyzed, or poisoned) affecting you and up to 5 allies you can see within 9 meters (30 feet).

 

Devotion

Cleric LevelSpells
1shield of faith
3aid
5beacon of hope
7divination
9commune

Divine Energy Channel: Armor of Faith

As mage armor, but with a "self" range/area.

 

Forge

Cleric LevelSpells
1identify
3magic weapon
5elemental weapon
7fabricate
9creation

Divine Energy Channel: Blessing of the Craftman

At the 2nd level, you can use your Divine Channel to create simple items.

You conduct a one-hour ritual that makes a non-magical item that must include metal: a simple or martial weapon, armor, ten pieces of ammo, a set of tools, or another metallic object (see Chapter 5, "Equipment" in the Player's Handbook for examples of these items).

Creation is complete at the end of the hour, merging into an unoccupied space of your choice on an area within 1.5 meters of you.

The thing you create can be anything whose price is no higher than 100gp. As part of this ritual, you must dispose of the metal, which can include coins, of equal value at creation. The metal fuses irreparably and transforms into the creation at the end of the ritual, magically forming even the non-metallic parts of the creation.

The ritual can create a copy of a non-magical item that contains metal, such as a key, if you own the original during the ritual.

 

Meditation

Cleric LevelSpells
1comprehend languages
3enhance ability
5tongues
7freedom of movement
9telepathic bond

Divine Energy Channel: Empower Spell

You can use Metamagic options on a spell you are casting as if you were a Sorcerer with 3 Sorcery points, with the same limitations. Unused Sorcery Points are lost.

 

Rune

Cleric LevelSpells
1erase (see Custom Spells for the Priest Archetype)
3secret page (see Custom Spells for the Priest Archetype)
5glyph of warding
7???
9planar binding

Divine Energy Channel: ???

???

 

Tyranny

Cleric LevelSpells
1command
3enthrall
5fear
7compulsion
9dominate person

Divine Energy Channel: Divine Majesty

Select up to one target of your choice per Proficiency bonus points, located within 30 feet of you and in your line of sight.

Each target must succeed on a Wisdom saving throw, otherwise it is restrained for 1 minute. At the end of each of your turns, each target gets a new Wisdom saving throw. If she succeeds, the effects of the Divine Energy Channel end on her.

 

Undeath

Cleric LevelSpells
1false life
3ray of enfeeblement
5vampiric touch
8grasping zombies (as black tentacles, but with zombie arms)
11circle of death

Divine Energy Channel: Control the Undead

You automatically gain the Command Undead feat (see below) and the Undead Master feat (see below).

 

Feats

Command Undead

Inspirations:

Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisites: Channel Divinity class feature.

Benefit: As an action, you can use one of your uses of Channel Divinity to mentally enslave undead within 9 metres (30 feet). You make a Turn Undead check as normal. Those undead that would be destroyed fall under your control, obeying your commands to the best of their ability.

Intelligent undead receive a new saving throw each day to resist your command.

Controlled undead can have their will usurped by other clerics with this ability. When attempting to maintain control, each cleric makes a spellcasting check and the highest roll takes control.

You can control a number of undead whose combined CR is equal or less than your cleric level divided by 4.

The duration is permanent, or until said undead is released, destroyed or makes the save.

 

Undead Master

Inspirations:

You can marshal vast armies of the undead to serve you.

Prerequisites: the ability to cast animate dead or command undead.

Benefit: When you cast animate dead, create undead, or use the command undead feat, you are considered to be four levels higher when determining the number of undead, or the amount of CR you animate/control.

 

Conclusion

Now that we have missing vocations, we can summarize which the Krynn's deities offer which vocations...

2021-05-20

Priest, an alternative "domain" for D&D5 clerics

Clyde Caldwell, Legends, 1986
Note: The application to Krynn of these custom rules is described in the following post: Priest Vocations for the Holy Orders of the Stars.

Important

 The following is borrowed from the following freely accessible page, in French: https://5e-drs.fr/classes/clerc/

It was translated through the Google Translate app: https://translate.google.com/translate?sl=fr&tl=en&u=https://5e-drs.fr/classes/clerc/

But it is not easily accessible in English (or any other language) since the original page contains scripts interfering with the translation process

This is why I compiled it here.

Anyway, this is a creation by Black Book Edition (https://www.black-book-editions.fr/) on top of the D&D5e SRD.

Preamble

To avoid confusion, in this document and unlike in the French SRD, I use the word "vocation" instead of "priest domain".

In SRD v5 terms, when you choose a cleric, you need to choose a "domain", with a default to be "Life". All other domains are not open. With the following rules, your domain is "Priest", which has its own "vocations".

The interesting thing about these "vocations" is that in rule terms, two priest "vocations" put together make mostly a cleric "domain".

This is a very elegant way to increase the level of possible customization of gods and goddesses' powers given to their priests, as well as giving more nuance to sub-orders of followers of a specific divinity.

The Priest Archetype for the D&D5 Cleric

Religious education

At level 1, the cleric can choose the type of education he has received in his order in accordance with the GM:

  • Theoretical teaching. You develop a skill in accordance with the religious principles of your divinity. You gain proficiency over this skill. If you are already proficient in this skill, the bonus is doubled (i.e. you are expert). The GM determines this skill based on the religious realm of your deity (for example, Nature for a forest deity). If no skill seems obvious, you gain proficiency in the Medicine skill.
  • Martial education. This variant is suitable for a god of war, metal, strength, justice or nobility, for example. You gain your choice of proficiency of martial weapons or heavy armor. If your deity only grants you access to one vocation, you gain proficiency in both martial weapons and heavy armor. However, you do not benefit from additional divine energy channeling at levels 4 and 8 (see below).
 There is a third (homebrew) education available:
  • Religious teaching. The same as theoretical teaching but with the following differences: The priest isn't proficient with intermediate armors, nor shields. In exchange, the priest wins access to a dedicated (homebrew) vocation: Devotion (see the following post), that isn't counted in the total number of vocations known by the priest.

Vocation spells

You get deity-specific spells that you pray to at the levels shown in the tables below, depending on the area. It is very common for a religion to encompass two divine vocations, such as war and thunder, death and time, or even knowledge and light. In this case, at each level indicated, you learn new spells from each of the two areas to which you have access, usually two spells of the same level.

If your divinity grants you only one vocation, you get in exchange an additional divine energy channel at 4th level (for a total of two) and then another at 8th level (for a total of four). So you can use your divine energy channel five times when you reach level 18.

Channeling Divine Energy: Vocation Power

From level 2, you get a channel of divine energy that depends on your vocation. If your divinity gives you access to two vocations, you must choose one or the other of the abilities and this choice is final. Regardless of the vocation, you must use an action to trigger this ability

Divine Energy Channel: Vocation Spell

At 6th level, you can cast a vocations spell using your Divine Energy Channel ability without spending a spell slot. When you cast the spell this way, if it normally requires an action to cast, you can cast it at the cost of a bonus action.

Channeling Divine Energy: Vocation Power

At 8th level, you gain the divine energy channel that depends on your second vocation, the one you didn't choose at 2nd level. Regardless of the vocation, you must use an action to trigger this ability. Although the effects of Channels of Divine Energy do not count as focus, you cannot benefit from the effects of both order abilities at the same time.

Aspect of the avatar

When you reach level 17, you literally embody the power of your divinity. You can use a channel of divine energy to assume the appearance of an avatar of your god for 1 minute. Your height increases by one category (from medium to large, for example) and you exude an aura of almost palpable power. Your voice easily carries 100 yards around you and all the creatures that hear you understand your words, even those that do not usually have spoken language. You get an advantage on all Strength and Charisma checks, and your weapon attacks increase damage by 1d4. Finally, for the duration of the transformation, you can cast each of your sphere spells once (at their normal level) without using a spell slot. To cast an estate spell this way, you must use your action this turn. If you only have one sphere, you can cast each spell twice.

Welcoming even a tiny part of a god's energy into the body of a mere mortal is exhausting. At the end of this transformation, you will suffer a fatigue level and you cannot reuse Aspect of the Avatar until you have completed a long rest.

 

List of Divine Vocations for the Priest Archetype

 

Air

Cleric LevelSpells
1feather fall
3squall (see Custom Spells for the Priest Archetype)
5fly
7gazeous form
9conjure elemental (air)

Divine Energy Channel: Asphyxiation

This ability has exactly the same effects as casting the Desiccation spell , but the victim suffocates instead of losing the water in their body. You cast this spell as if you were using a spell slot of a level equal to your proficiency bonus (so you assign one target at 2nd level, two targets at 5th level, etc.).

 

Arts

Cleric LevelSpells
1minor illusion
3ghostly instrument (see Custom Spells for the Priest Archetype)
5hypnotic pattern
7stone shape
9seeming

Divine Energy Channel: Divine Inspiration

You sing for a number of rounds equal to your proficiency bonus. During this time, you can use a reaction on each of your turns to allow an ally located within 18 yards and able to hear you to re- roll a die of their choice ( characteristic test , attack roll , saving or damage). Your Charisma modifier is added to the result of the new roll.

 

Charm/Love

Cleric LevelSpells
1charm person
3suggestion
5sending
7confusion
9modify memory

Divine Energy Channel: Heavenly Splendor

For a number of rounds equal to your proficiency bonus, you put disadvantage on all enchantment spell saves you cast and gain advantage on Charisma checks.

 

Cold

Cleric LevelSpells
1frost ray
3mantle of frost (see Custom Spells for the Priest Archetype)
5sleet storm
7ice storm
9cone of cold

Channel of Divine Energy: Coffin of Ice

Pick up to one target of your choice per Mastery bonus point, located within 30 feet of you and in your line of sight. Each target must succeed on a Strength saving throw , otherwise it is restrained for 1 minute. At the end of each of your turns, each target gets a new Strength saving throw . If she succeeds, the effects of the Divine Energy Channel end on her.

 

Death

Cleric LevelSpells
1icy contact
3imaginary shadows (see Custom Spells for the Priest Archetype)
5feign death
7death ward
9cloudkill

Divine Energy Channel: Mortal Connection

You channel the energy of death through you for a duration equal to 1 round per point of mastery bonus. During this time, you can cast the icy touch magic trick as a bonus action and you have advantage on attack rolls for that spell.

 

Deception/Illusion

Cleric LevelSpells
1disguise self
3invisibility
5major image
7confusion
9mislead

Divine Energy Channel: Doubling

You create an illlusionary double of yourself for a number of rounds equal to your proficiency bonus. This double disorients your opponents, and you gain an advantage in your melee attacks. Also, when a creature succeeds in an attack against you (out of area attack), roll 1d6. On a roll of 1 to 3, the attack affects the illusion; on a 4 to 6, you normally take damage. An attacker is immune to this trait if they are not using the sense of sight, as with Blind Sight, or if they can see through illusions as with the Supreme Sight spell.

 

Earth

Cleric LevelSpells
1entangle
3sudden stalagmites (see Custom Spells for the Priest Archetype)
5meld into stone
7stoneskin
9conjure elemental (Earth)

Divine Energy Channel: Burrow

You can move through rock or dirt from a floor or wall, if they are natural, at half your normal speed for a number of rounds equal to your proficiency bonus. When the ability ends, if you remain trapped in matter, you are thrown to the nearest open space, you take 1d6 bludgeoning damage per yard of matter traversed, and you are stunned for 1 round.

 

Fire

Cleric LevelSpells
1burning hands
3flaming sphere
5fireball
7wall of fire
9conjure elemental (Fire)

Divine Energy Channel: Flaming Weapons

You hit a weapon and it inflicts an additional 1d6 fire damage for one minute (10 rounds). You can assign two weapons at level 9 and up to three weapons at level 17.

 

Illness/Weakness

Cleric LevelSpells
1putrefaction (see Custom Spells for the Priest Archetype)
3ray of enfeeblement
5bestow curse
7wilt (see Custom Spells for the Priest Archetype)
9contagion

Divine Energy Channel: Infected Weapon

For 1 minute, each time you successfully strike a weapon, the target takes an additional 1d4 points of poison damage per point of your proficiency bonus and the poisoned state for 1 round. If it succeeds on a Constitution saving throw , it halves the poison damage and ignores the poison state.

 

Justice/Nobility

Cleric LevelSpells
1unseen servant
3strike of the righteous (see Custom Spells for the Priest Archetype)
5zone of truth
7spear of the righteous (see Custom Spells for the Priest Archetype)
9expiation of the righteous (see Custom Spells for the Priest Archetype)

Divine Energy Channel: Judgment of God

For 1 minute, once per round, when you land a successful attack with a weapon, you add 1d4 damage of the same type as that of the weapon. This damage die goes to d6 at 5th level, to d8 at 9th level, to d10 at 13th level and finally to d12 at 17th level.

 

Knowledge

Cleric LevelSpells
1comprehend languages
3detect thoughts
5clairvoyance
7divination
9contact other plane

Divine Energy Channel: Secret Name

Pick a target that is in your field of vision and within 60 feet of you. You learn her secret name, and for a number of rounds equal to your proficiency bonus, she suffers disadvantage on her saving throws against all of your spells. At the end of this effect, you forget about this magic name.

 

Life/Healing

Cleric LevelSpells
1cure wounds
3lesser restoration
5vitality (see Custom Spells for the Priest Archetype)
7panacea (see Custom Spells for the Priest Archetype)
9greater restoration

Divine Energy Channel: Healing Salute

You and up to five allies in your line of sight, within 30 feet of you, heal 1d6 hit points per point of Proficiency bonus.

 

Light

Cleric LevelSpells
1dancing lights
3branding smite
5daylight
8halo of benevolence (see Custom Spells for the Priest Archetype)
11sunbeam

Divine Energy Channel: Burst of Light

A ray of light starts from your outstretched finger and spreads to a point of your choice within 30 meters and within your field of vision, where it explodes in a blinding light. Each creature in a 20-foot-radius sphere centered on this point must make a Dexterity saving throw . Those that fail take 1d10 radiant damage per point of proficiency bonus and are blinded on their next turn. Those that succeed only take half the damage and are not blinded.

 

Magic

Cleric LevelSpells
1mage hand, or prestidigitation
3identify
5dispel magic
7counterspell
9fabricate

Divine Energy Channel: Arcane Magic

You pray for 10 minutes to prepare a spell from the wizard list of your choice, the level of which must be strictly lower than your proficiency bonus (this does not cause you to spend any channel of divine energy). Now you can cast it using a channel of divine energy. You must complete a long rest to be able to choose another spell. You then forget the previous one.

 

Nature

Cleric LevelSpells
1speak with animals
3animal companion (see Custom Spells for the Priest Archetype)
5speak with plants
7hallucinatory terrain
9commune with nature

Divine Energy Channel: Legion of Beasts

You cast the spell summon animals , however the sum of the danger indices of the beasts you summon must be strictly less than your proficiency bonus (index 1 at level 2, index 2 at level 5, index 3 at level 9, etc.).

 

Night/Darkness

Cleric LevelSpells
1fog cloud
3darkness
5darkvision
7greater invisibility
9dream

Divine Energy Channel: Vision of Darkness

You get the ability blind vision and you are immune to the special status blinded for a number of rounds equal to your proficiency bonus.

 

Protection

Cleric LevelSpells
1alarm
3blur
5magic circle
7faithful hound
9antilife shell

Divine Energy Channel: Resistance

You gain resistance to all damage types for 1 round per point of mastery bonus. You can choose to use this ability on an ally in your line of sight within 30 feet at the same time as yourself.

 

Strength/Feats/Courage

Cleric LevelSpells
1heroism
3enlarge (spell enlarge/reduce)
5heroic blessing (see Custom Spells for the Priest Archetype)
7halo of benevolence (see Custom Spells for the Priest Archetype)
9aura of strength (see Custom Spells for the Priest Archetype)

Divine Energy Channel: Divine Power

You increase your strength for a number of rounds equal to your proficiency bonus. During this time, you gain advantage on all of your Strength checks, saves, and melee attacks with weapons with the heavy property. In addition, you add 1d4 to the damage of your melee attacks or 1d6 with heavy weapons. During the duration of this ability, you are proficient in all heavy weapons.

 

Thunder/Storms

Cleric LevelSpells
1thunderwave
3squall (see Custom Spells for the Priest Archetype)
5call lightning
7ice storm
9chain lightning

Divine Energy Channel: Electric Surge

For one minute, each time a creature makes a successful melee attack against you, it takes 1d4 lightning damage. Damage increases to 2d4 at 9th level and 3d4 at 17th level.

 

Time

Cleric LevelSpells
1expeditious retreat
3misty step
5haste
7dimension door
9hold monster

Divine Energy Channel: Time Fold

This ability is an exception to the general rule of channeling divine energy, you only need a reaction to activate it. By spending your reaction, you act 1 full turn in addition to your normal turn. However, this additional turn does not grant you a new reaction. You cannot use, in the same round, an ability or a spell granting you an action, a bonus action and / or an additional reaction. If you are under the effect of a haste spell while using this ability, it ceases immediately. Additionally, you must complete a short or long rest before you can use this ability again.

 

Travels

Cleric LevelSpells
1longstrider
3pass without trace
5phantom steed
7dimension door
9tree stride

Channel of Divine Energy: March of the Mists

You can cast the Misty Step spell by spending either a bonus action or a reaction (and without using a spell slot) once per turn for a number of rounds equal to your proficiency bonus.


War

Cleric LevelSpells
1divine favor
3magic weapon
5enhance ability
7heroic blessing (see Custom Spells for the Priest Archetype)
9stoneskin

Channeling Divine Energy: Warrior Trance

You are inhabited by the warrior expertise of your divinity for 1 minute. During this time, you can divide your proficiency bonus between the attack roll or the damage roll of a melee attack each round as you like. You can announce which part of the bonus you add after rolling the dice, but before knowing the result of the action.

 

Water

Cleric LevelSpells
1grease
3desiccation (see Custom Spells for the Priest Archetype)
5water breathing
7control water
9conjure elemental (Water)

Divine Energy Channel: Liquid Form

For a number of rounds equal to your proficiency bonus, you gain resistance to nonmagical slashing, piercing, and bludgeoning damage. Additionally, you can bend your body to fit through a narrow space (through a keyhole, under a door, etc.) at the cost of one action.

 

Conclusion

I find this Priest Archetype much better than the default Cleric from D&D5.

First, assuming a divinity will offer, on average, two vocations to their followers, it actually enables a priest to embrace all the vocations of their god/goddess, instead of having to chose one.

Second, it makes each god/goddess more nuanced and more unique: With the limited amount of domains available in D&D5, it was easy for two unrelated gods to share the same domains. Here, if having each god/goddess offer a combination of two vocations, every god/goddess can be unique.

Third: It is actually easy to retrieve a Priest Vocation from an existing D&D5 Cleric Domain: Just take one of the two spell for each level, and you're done.

This means adding the Vocations that are specific to Dragonlance to be very, very easy.

All in all, this is, IMHO, infinitely better than the original domain-based cleric of D&D5e.

You can find custom vocations in the following post, and how they are offered by Krynn's deities here.