The Warpriest
| Level | Proficiency Bonus | Fervor Points | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 1 | Fervor, Sacred Weapon | — | — | — | — | — | — |
| 2nd | +2 | 2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
| 3rd | +2 | 3 | Path of Worship, Lesser Blessing | 3 | 3 | — | — | — | — |
| 4th | +2 | 4 | Ability Score Improvement | 4 | 3 | — | — | — | — |
| 5th | +3 | 5 | Extra Attack | 5 | 4 | 2 | — | — | — |
| 6th | +3 | 6 | Divine Benefit | 6 | 4 | 2 | — | — | — |
| 7th | +3 | 7 | Path of Worship Feature | 7 | 4 | 3 | — | — | — |
| 8th | +3 | 8 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
| 9th | +4 | 9 | — | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | 10 | Sacred Armor | 10 | 4 | 3 | 2 | — | — |
| 11th | +4 | 11 | Greater Blessing | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | 12 | Ability Score Improvement | 11 | 4 | 3 | 3 | — | — |
| 13th | +5 | 13 | — | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 14 | Sanctifying Savior | 12 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 15 | Path of Worship Feature | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 16 | Ability Score Improvement | 13 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 17 | — | 13 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 18 | Critical Blessing | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 19 | Ability Score Improvement | 14 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 20 | Path of Worship Feature | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Warpriest, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Warpriest level
- Hit Points at First Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warpriest level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Heavy Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Saving Throws: Strength, Wisdom
- Skills: Choose two from the following: Athletics, History, Medicine, Religion, Insight, Intimidation
Starting Equipment
You start with the following equipment, in addition to the equipment granted to you by your background
- (a) a martial weapon and a shield or (b) two martial weapons
- a simple weapon
- (a) a Priest's pack or (b) an Explorer's Pack
- a holy symbol and (a) Scale Mail, (b) Leather Armor, or (c) Chain Mail
Fervor
Beginning at 1st level, your touch holds the strength of your deity within it. You have a fervor point pool equal to your level. As an action, you may expend any number of fervor points to touch a creature, causing it to regain 2d4 hit points per point of fervor spent.
Additionally, you may use this ability as a bonus action if the target is yourself. You regain all spent fervor points when you finish a long rest.
Sacred Weapon
Starting at 1st level, you've pledged yourself to a lifetime of servitude towards a god, becoming a protector of your deity's worship. For this reason, your deity has bestowed upon you a wrathful weapon. Choose a weapon currently in your possession, that weapon becomes your sacred weapon. While wielding your sacred weapon, you gain the following benefits.
- As a bonus action, you can return your sacred weapon to your hand by spending 1 fervor point, provided you and your sacred weapon are on the same plane.
- You may cast the light cantrip at will.
- When you make an attack roll with your sacred weapon, you can spend 1 fervor point to give yourself advantage on the attack roll.
You can change your sacred weapon by spending one hour in quiet prayer with a different weapon. Upon completing the ritual, your sacred weapon changes to that of the weapon you had prayed with.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same fighting style option more than once, even if you get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a shield.
Spellcasting
As a channel for which your deity flows its power, you can cast warpriest spells.
Spell Slots
The Warpriest table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these warpriest spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two first level spells of your choice from the warpriest spell list.
You learn an additional warpriest spell of your choice at each level except, 11th, 13th, 15th, 17th, and 19th. Each of these spells must be of a level for which you have spells slots.
Additionally, when you gain a level in this class, you can choose one of the warpriest spells you know and replace it with another spell from the warpriest spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your warpriest spells. The power of your spells is derived from the gifts your deity bestows upon you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warpriest spell you cast and when making an Attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol or your sacred weapon as a spellcasting focus for your warpriest spells.
Path of Worship
When you reach 3rd level, you begin worshiping your deity by adopting its core beliefs. This worship takes the form of the worship of Battle, Freedom, Hysteria, or Honor.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Lesser Blessing
Beginning at 3rd level, your deity has blessed you with heavenly ability. You gain the following benefits.
- You can cast Augury as a ritual.
- You gain proficiency in Intelligence (Religion) checks. If you are already proficient in such checks, you instead add double your proficiency bonus.
- You can spend 2 fervor points to make an attack with your sacred weapon as a bonus action.
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 normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Divine Benefit
Starting at 6th level, you fill an ally with the awesome power of your deity. By spend 1 fervor point as an action, you can grant any number of creatures within 30 feet of you divine favor. Whenever an affected creature makes an attack roll, ability check, or saving throw, it can choose to do so at advantage. This ability lasts for 1 minute or until a creature chooses to roll with advantage granted by this ability.
Sacred Armor
Beginning at 10th level, your body becomes blessed by the deity you serve, shrouding you in a mantle of divine power. You have resistance to radiant and necrotic damage.
Additionally, if you are reduced to 0 hit points and not killed outright, you can spring back to life as a reaction. You regain an amount of hit points equal to your warpriest level, and immediately come to your feet. For the next minute, you add your proficiency bonus to your AC and gain proficiency in all saving throws.
Greater Blessing
Beginning at 11th level, your deity has noticed the power in you and grants you an even stronger blessing. Once per long rest, you may cast divination and guardian of faith each, without expending a spell slot. The spell save DC for these spells is equal to your spell save DC.
Sanctifying Savior
At 14th level, your deity has blessed you and your allies to never give in. When an ally within 30 feet of you takes damage, before the total is given but after they are hit, you can spend 3 Fervor as a reaction to grant that ally resistance to that damage type. This effect lasts until the end of your next turn.
Critical Blessing
Beginning at 18th level, your deity has recognized you as a champion of all that it stands for, and thus you are blessed a third and final time. Choose one of the following benefits from the Critical Blessing table.
Critical Blessing
| Effect | |
|---|---|
| 1 | You may cast astral projection once per long rest, and you no longer need to breathe air or eat and drink to survive. Additionally, when you rest, you are always aware to your surroundings and do not fall unconscious. |
| 2 | You gain truesight out to 120 feet and you automatically know the nature of attuned items on a creature within 120 feet of you. Additionally, you can communicate telepathically with all creatures within 30 feet of you and they can communicate back to you. |
| 3 | Your sacred weapon now scores a critical hit on a roll of 19 or 20 with Attack rolls. Additionally, you may expend a spell slot as a bonus action to regain an amount of fervor points equal to the Spell Slot expended. You cannot regain fervor points over an amount equal to your warpriest level. |
Paths of Worship
What carries a warpriest is the furious faith it holds with its deity and beliefs. Those beliefs are more sacred than anything, this a warpriest knows. Many different beliefs in many different deities may inspire the fire of a warpriest, but only four are prevalent. Worship of Battle, Freedom, Hysteria, and Honor.
Worship of Battle
Rage, war, sweat, and blood. Battle invokes these core ideals into warpriests, transforming them into instruments of war. The ideals of glory, strength, and battle are the core beliefs of this path.
Strength of Havoc
Starting at 3rd level, you have honed your ability to let your anger guide you into battle. Once per turn, whenever you hit a creature with an attack from your sacred weapon, you can expend up to 3 fervor points to deal an extra amount of fire damage equal to twice the number of fervor points spent.
Additionally, once per long rest you may negate a critical hit on you and make it a regular hit.
FIGHT ME!
Beginning at 7th level, you are able to focus your raging anger on a particular foe. As a bonus action, you can challenge a target within 60 feet of you. While challenging, you gain the following benefits.
- Your challenged target has disadvantage on attack rolls against any other target besides yourself.
- Your challenged target cannot willingly move away from you unless it succeeds on a successful Wisdom (insight) check contested by your Charisma (intimidation) check.
The challenge lasts for 1 minute, until the target moves out of line of sight of you, or until you choose to use it on a new target as a bonus action. You may also choose to end the challenge as a bonus action. You can use this ability an amount of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses upon completing a long rest.
Warmonger
Starting at 15th level, you have gained incredible strength and prowess through battle. You now add your proficiency bonus to damage rolls with your sacred weapon.
Additionally, once per long rest, you may brutally retaliate against a creature that successfully hit you with a melee weapon attack and is within 5 feet of you. You may spend a reaction to automatically score a critical hit against that target with a weapon you are wielding.
Champion of Battle
At 20th level, you have ascended to a higher form of anger that allows you to swell your body to an incredible size and strength. As a bonus action, you can spend 5 Fervor points to become a champion of battle for 1 hour. While in this form, you gain the following benefits.
- Your size becomes Huge. Your sacred weapon and all other gear grows to match your size.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks deals an extra 1d6 damage.
- You have resistance to all damage.
Additionally, while in this form, you may call upon the joyful sparring as an action. All creatures within 30 feet of you must succeed on a Strength saving throw with a DC equal to your Spell Save DC.
On a failure, a creature takes 10d10 force damage as the jovial warriors of the afterlife descend from the sky triumphantly charging through the area.
On a success, a creature takes half damage.
You cannot use this ability again until after you finish a Long Rest.
Worship of Freedom
For some warpriest, their belief calls for justice and liberty among all. This rallying call of liberty is shouted from the warpriests who worship freedom. The ideals of equality, freedom, and brotherhood are the core beliefs of this path.
Breaker of Chains
At 3rd level, you have advantage on Strength checks made to break manacles, chains, cell bars, or other physical impediments of a person's freedom.
Release Restraint
Starting at 3rd level, whenever a creature within 30 feet of you becomes effected by the one of the following effects, you can spend 2 fervor points as a reaction to end that effect on a creature.
- Blinded
- Restrained
- Stunned
At 7th level, you may also end the following effects with this feature.
- Frightened
- Charmed
At 15th level, you may also end the following effects with this feature.
- Paralyzed
- Petrified
Aura of Liberty
Beginning at 7th level, you exert an aura that invigorates your allies with a sense of freedom. Friendly creatures within 30 feet of you (including yourself) have advantage on saving throws against being restrained, stunned, petrified, or paralyzed.
Free Maneuverability
Starting at 15th level, you have the ability to bless an ally, with the powers of freedom. As an action, you can spend 3 Fervor points to give two creatures within 30 feet of you the effects of the freedom of movement spell for 1 hour.
You may only ever have two creatures blessed by this ability and any time you use this ability when two creatures are already under its effects, those creatures lose the benefits of this ability.
Revolutionary of the Heavens
At 20th level, you become a herald of revolutionaries and fighters of injustice alike. Once per long rest, you can emit an aura of rallying with a 30 foot radius around you for 1 hour. All friendly creatures within your aura gain the following benefits.
- Immunity to petrification
- Advantage on all saving throws and ability checks
- If a friendly creature starts its turn in the aura, it gains an amount of temporary hit points equal to half your warpriest level.
Worship of Hysteria
For some, devout worship is a means to invoke all the power of one's deity, succumbing to every ounce of it, and savoring every drop. For warpriests of hysteria, insanity becomes a weapon incarnate, spreading it like a disease to the untouched. The ideals of madness, destruction, and death are the core beliefs of this path.
Embrace Madness
At 3rd level, you open your mind to the beginning of the downfall that is insanity. As a bonus action, you can begin to fidget, laugh maniacally, or some other frenzying action by taking an amount of psychic damage equal to half your warpriest level. For the next minute you have advantage on all Charisma, Wisdom, and Intelligence saving throws and attacks with your sacred weapon deal an extra 1d6 psychic damage.
Additionally, you gain the atrociously horrific ability to make unarmed strikes with your teeth, fingernails, and other feral means. Your unarmed strikes now deal 1d6 + your Strength modifier in psychic damage. You can choose to make your unarmed strikes your sacred weapon.
Mind Plague
At 7th level, you've gained the ability to spread your madness like a plague. Once per turn, when you successfully hit a creature with an attack made by your unarmed strikes, you can spend 2 fervor points to force that creature to make an Intelligence saving throw with a DC equal to your spell save DC. On a failure, the target suffers an effect from the Short-Term Madness table until the end of your next turn.
Limitless Mania
Starting at 15th level, your mind slips away from you, and your soul falls into oblivion. You can't be charmed or frightened.
Additionally, you gain an indefinite madness effect from the Indefinite Madness table. This effect cannot be cured unless done so by a deity itself. While affected by this madness, you can spend 5 Fervor points when you cast a spell that requires a saving throw to change the saving throw to an Intelligence saving throw.
Unfathomable Psychosis
At 20th level, you have become the epitome of madness, a walking lunatic with the power to bend others to his or her will, that is, if the voices allow for it. You can emit a 30 foot radius aura of madness as an action. The aura lasts for 1 minute or until you choose to end it as a bonus action. Whenever an creature enters into the radius, you can cause that creature to become affected by a randomly determined effect from the Indefinite Madness table.
Additionally, a creature of your choice that begins its turn in the aura must make an Intelligence saving throw, with a DC equal to your spell save DC. On a failure, the target gains 2 points of lingering psychosis. On a success, the target only gains 1. Whenever a creature exits the aura, the creature takes an amount of psychic damage equal to 5 times the amount of lingering psychosis points.
Once you emit this aura, you must complete a long rest before using it again.
Worship of Honor
Craftsmanship is more than an occupation, it is a lifestyle. The warpriests of honor follow this philosophy. That to ward away the evil, one must build up defense. The ideals of creation, law, and protection are the core beliefs of honor.
Hands of Creation
At 3rd level, you gain proficiency with one type of Artisan's tools of your choice.
Honor Guard
Beginning at 3rd level, you may invoke the power of honor into a creature you touch. As a bonus action, you may spend up to 3 fervor points to increase the AC of a creature you touch by an amount equal to Fervor points spent until the beginning of your next turn.
Lawbringer
Starting at 7th level, your attacks with your sacred weapon deal an extra 1d8 thunder damage.
Additionally, you gain a +2 to attack rolls made with your sacred weapon.
Thundering Bellow
Beginning at 15th level, the very thunder of honor's call is carried with your voice. As an action, you can make a Thundering Bellow by spending 5 Fervor points.
All creatures within a 30 foot cone must succeed on a Constitution saving throw, with a DC equal to your spell save DC. On a failure, a target takes 2d12 thunder damage and is stunned and deafened until the end of your next turn. On a success, the target takes half damage and is only deafened until the end of your next turn.
Beacon of Honor
At 20th level, you have become a beacon of law and protection, hammering it together as part of your soul. This essence is able to be translated to your allies and friends.
Once per long rest, as an action, you may make a creature within 30 feet of you a beacon of honor. The effect lasts for 1 minute.
While a beacon of honor, a creature gains the following benefits.
- Advantage on all saving throws
- +5 to AC
- Whenever the target creature casts a spell, the target can cast another spell as a bonus action, provided the spell be no higher than 5th level.
- Whenever the target takes the attack action on its turn, it may make one additional attack as part of that action.
Additionally, once and only once, you may spend 20 Fervor points to cast the spell true resurrection.
Warpriest Spell List
1st Level
- Bane
- Bless
- Ceremony
- Command
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Divine Favor
- Guiding Bolt
- Healing Word
- Heroism
- Protection from Evil and Good
- Purify Food and Drink
- Shield of Faith
2nd Level
- Aid
- Blindness/Deafness
- Find Traps
- Gentle Repose
- Heat Metal
- Lesser Restoration
- Locate Object
- Magic Weapon
- Protection from Poison
- See Invisibility
- Silence
- Spiritual Weapon
- Suggestion
- Warding Bond
- Zone of Truth
3rd Level
- Clairvoyance
- Create Food and Water
- Crusader's Mantle
- Daylight
- Dispel Magic
- Magic Circle
- Protection from Energy
- Remove Curse
- Revivify
- Speak with Dead
- Spirit Guardians
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Control Water
- Death Ward
- Freedom of Movement
- Locate Creature
5th Level 6
- Circle of Power
- Dispel Evil and Good
- Flame Strike
- Greater Restoration
- Holy Weapon
- Mass Cure Wounds
- Raise Dead