This is quite new, as I have rarely been playing any other class than Wizard since the last 20 quests. The Priestess is shown on the following website (http://www.fclarke.com/2014/11/heroques ... cards.html) and was apparently created by J.D. Frazer. All credits go to this homebrew content creator.
Just 4 weeks of play-testing this Priestess was a sufficient amount of time to come to the conclusion that she needed some tweaks. Combat-wise she is pretty fine and is capable of being geared up pretty much in the same fashion as any Paladin or Cleric. The DM and myself see her combat capabilities as average, which is not bad. She also apparently defends with 2 more combat dice against any Undead – which is super good.
In the prayers/spell casting department though, something is truly defunct and needs a clear revision. Let’s examine together and find solutions. The Priestess relies on pure luck when it comes to prayers and their success rate, whereas the Wizard has very reliable magical abilities and has a very high success rate overall – his spellbook includes spells with guaranteed efficiency or a 1 out of 6 chance of failure.
It is said on her hero card that she needs to roll 2d6 and hit a specific score to succeed with casting a prayer, which of course, must be selected and mentioned out loud before rolling the dice. Here is the exact statement:
‘’Rolling two red dice, your prayer is granted if the roll is not more than the number needed’’
This unique statement messes everything up. This means, both of her most powerful spells have almost 85%-95 % chance of never triggering because they require either a perfect 10, or a perfect 12. Each of these numbers represent a 1 out of 11 chances to succeed - - which actually becomes pretty pointless and extremely ‘’dicey’’ for combat situations. It is even worse if all the prayers require the perfect number to trigger. And NO, it’s not a roll-under statement; for the unique reason that if it were - - you would most likely be able to cast Smite the Unholy or Wrath of the Divine at all times.
This rule becomes an incentive to avoid any attempts to cast Smite the Unholy or Wrath of The Divine, as the prayer may not trigger most of the time, along with wasting your action and breaking the hopes of your allies. You would be better off fighting a Chaos Warrior in melee combat (even if it takes 5 turns) rather than relying solely on Wrath of the Divine.
In order to fix this, the DM and myself agreed to slightly modify the way it works for her prayer-casting. The player would roll 2d6 and try obtaining a number equal or superior to the number required for the prayer. This actually makes sense and is fairer, more reliable and also becomes an incentive to actually try something in combat. Another thing you can do if you feel crafty, is to provide special pieces of equipment to the Priestess (or any Cleric hero), in order to make the hero benefit from additional chances to trigger a prayer. We agreed on a magical blessed flail/morning star that grants a + 3 bonus to rolls when praying.


With this calculation in mind here are the chances to proc the spells, (Without, then With the item)
Benediction: 81 % // with magic item 100 % needs 4 and above --- guaranteed cast
Protection: 63 % // with magic item 90 % needs 6 and above --- needs 3+
Healing: 45 % // with magic item 72 % needs 8 and above --- needs 5 +
Smite: 27 % // with magic item 54 % needs 10 and above --- needs 7 +
Wrath: 9 % // with magic item 36 % needs 12 --- needs 9 +
As a player, I also figured out that Benediction is a bit too easy to trigger, as it gives a bonus action to the targeted hero and can the prayer becomes a guaranteed spell – kind of. That can potentially mean a strong attack of 6 to 10 combat dice altogether. I would personally swap it with Protection as the first spell on the list. I would also change the power of her Healing prayer to 1d4 instead of 1d6.


I think the Priestess has 5 spell slots...maybe that needs to be verified. You can actually re-cast any spell, the downfall being the randomness and uncertain success rate. We believe that the Priestess is a very exciting character to play, provided that her skills and abilities become adjusted to a fairer gameplay which would involve a chance to test out every single one of her abilities but also a fair amount of risk VS reward. It is also up to you to adjust her Body Points and Mind Points to either 4/6, or 5/5 as both possibilities seem fair enough. 4/6 being more of a caster, 5/5 being more suitable for somebody who performs some minimal melee combat with good protections.
You can also try out an adaptation of the Priestess that I created some months ago in one of my posts - - this version of mine relies solely on her spellbook rather than dice rolls // if you feel like removing the random factor and replacing it with resource management. You could also change the effect of Protection to either 1 bonus Defense Die during 2 turns, or 2 bonus Defense Dice during 1 turn ; up to you.
Enjoy !!