Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain Requirements.
Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess.
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| Multiple Selection |
| Choose between a Melee or Ranged attack |
| 1 | 1 |
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- Damage Reduction 5/-
- +1 Imbue Dice
- +2 Armor Class
- +5 Fire Spell Power
- +5 Light Spell Power
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| 1 | 1 | 5 |
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The spell Blur is added to the spellbook as a level 2 spell.
- Gain:
- The effects of the Blur spell
- +10% Sacred bonus to Maximum Hit Points
- +1 Imbue Dice
- +2 Armor Class
- +5 Fire Spell Power
- +5 Light Spell Power
|
| 1 | 1 |
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The spell Haste is added to the spellbook as a level 3 spell.
- While wielding a Favored Weapon:
- +1 Competence Bonus to Critical Threat Range
- +1 Imbue Dice
- +2 Armor Class
- +5 Fire Spell Power
- +5 Light Spell Power
|
| 1 | 1 | 30 |
- War Caster: Blur
- Cleric 18
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| Multiple Selection |
| Choose between a Strength, Wisdom and Charisma Variants |
| 1 | 1 |
Increase Ability (Wisdom/Strength/Charisma)
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When damaged with an enemy spell, enemies have a chance to be knocked down: | Rank 1:
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| Rank 2:
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| Rank 3:
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Does not affect bosses |
| 3 | 1 | 10 |
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| Multiple Selection |
| Choose between a Melee or Ranged attack |
| 3 | 1 |
|
- When wielding a Favored Weapon, it gains:
- +1 To Hit
- +1 To Damage
- +3 Universal Spell Power
|
| 1 | 2 | 10 |
- Righteous Weapons (Tier 2)
- Cleric 3
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Inflame now also grants: | Rank 1:
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- 5% Action Boost bonus to Acid Energy Absorption
- 5% Action Boost bonus to Cold Energy Absorption
- 5% Action Boost bonus to Electric Energy Absorption
- 5% Action Boost bonus to Fire Energy Absorption
- 5% Action Boost bonus to Sonic Energy Absorption
- +2 Action Boost bonus to all Saving Throws
| Rank 2:
|
- 10% Action Boost bonus to Acid Energy Absorption
- 10% Action Boost bonus to Cold Energy Absorption
- 10% Action Boost bonus to Electric Energy Absorption
- 10% Action Boost bonus to Fire Energy Absorption
- 10% Action Boost bonus to Sonic Energy Absorption
- +3 Action Boost bonus to all Saving Throws
| Rank 3:
|
- 15% Action Boost bonus to Acid Energy Absorption
- 15% Action Boost bonus to Cold Energy Absorption
- 15% Action Boost bonus to Electric Energy Absorption
- 15% Action Boost bonus to Fire Energy Absorption
- 15% Action Boost bonus to Sonic Energy Absorption
- +4 Action Boost bonus to all Saving Throws
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Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account |
| 3 | 1 | 10 |
|
Silence the Wicked
Increase Ability (Wisdom/Strength/Charisma)
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- When striking an enemy with Smite Foe, all nearby Party Members and Pets are:
- Healed for 1d3 per character level
- Benefit from the effects of the Lesser Restoration spell
- The heal scales with Positive Spell Power
- The heal only triggers once per use
|
| 1 | 2 | 20 |
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- When wielding a Favored Weapon, it gains:
- +1 To Hit
- +1 To Damage
- +3 Universal Spell Power
|
| 1 | 2 | 20 |
- Righteous Weapons (Tier 3)
- Cleric 4
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| Multiple Selection |
| +3/6/10% Doublestrike or Doubleshot |
| 3 | 1 |