Warpriest Tree

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Overview

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.

Core enhancements

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EnhancementBenefitRanksAction
Points
SpentRequirements
[[Smite Foe (Warpriest)|]]

Multiple Selection

Choose between a Melee or Ranged attack
11
Enhancement Resilience of Battle Icon.png
Resilience of Battle
  • Damage Reduction 5/-
  • +1 Imbue Dice
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
115
  • Smite Foe
  • Cleric 3
[[]]
  • Enhancement War Domain- Blur Icon.png The spell Blur is added to the spellbook as a level 2 spell.
  • You gain:
    • The effects of the Blur spell
    • A 10% Sacred bonus to Maximum Hit Points
    • +1 Imbue Dice
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
11
Enhancement War Domain- Haste Icon.png
War Caster: Haste
  • Enhancement War Domain- Haste Icon.png The spell Haste is added to the spellbook as a level 3 spell.
  • +1 Competence Bonus to Critical Threat Range with your Favored Weapon
  • +1 Imbue Dice
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
1130
  • War Caster: Blur
  • Cleric 18
[[]]

Multiple Selection

Choose between a Strength, Wisdom and Charisma Variants
11
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
[[]]
Cooldown: 20 Seconds

Battle Trance: You gain an Insight bonus to:

  • Attack
  • Damage
  • DCs of tactical feats
  • 1/2 of your Charisma modifier
Rank 1:
  • Activation Cost: 21 Spell Points
  • Lasts 30 seconds
Rank 2:
  • Activation Cost: 18 Spell Points
  • Lasts 60 seconds
Rank 3:
  • Activation Cost: 15 Spell Points
  • Lasts 120 seconds
31
Enhancement Toughness Icon.png
Toughness
Rank 1:
  • +5 Maximum Hit Points
Rank 2:
  • +10 Maximum Hit Points
Rank 3:
  • +15 Maximum Hit Points
311
  • Cleric 1
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
121
  • Cleric 1
Enhancement Sacred Touch Icon.png
Sacred Touch
Sacred Touch: When you heal allies (with positive energy damage spells) they gain:
Rank 1:
  • +1 Armor Class
  • +1 Physical Resistance
Rank 2:
  • +2 Armor Class
  • +2 Physical Resistance
Rank 3:
  • +3 Armor Class
  • +3 Physical Resistance
Lasts 12 seconds
311
  • Cleric 1
[[]]
Rank 1:
  • +1 Listen
  • +1 Search
  • +1 Spot
Rank 2:
  • +2 Listen
  • +2 Search
  • +2 Spot
Rank 3:
  • +3 Listen
  • +3 Search
  • +3 Spot
31
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Smite Weakness Icon.png
Smite Weakness
  • When you strike an enemy with Smite Foe:
    • They gain four to seven stacks of Vulnerable.
    • For each stack
      • Target takes 1% more damage
      • Stacks lasts 3 seconds
      • This effect stacks up to 20 times
      • Lose one stack on expiration
125
  • Cleric 2
Enhancement Wall of Steel Icon.png
Wall of Steel
Rank 1:
  • +3 Physical Resistance Rating
Rank 2:
  • +6 Physical Resistance Rating
Rank 3:
  • +10 Physical Resistance Rating
315
  • Cleric 2
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
125
  • Righteous Weapons (Tier 1)
  • Cleric 2
Enhancement Inflame Icon.png
Inflame
Cooldown: 90 Seconds
Activate: You and your nearby allies gain:
Rank 1:
  • +2 Action Boost bonus to Armor Class
  • +2 Action Boost bonus to Attack Rolls
  • +2 Action Boost bonus to Damage Rolls
Rank 2:
  • +3 Action Boost bonus to Armor Class
  • +3 Action Boost bonus to Attack Rolls
  • +3 Action Boost bonus to Damage Rolls
Rank 3:
  • +4 Action Boost bonus to Armor Class
  • +4 Action Boost bonus to Attack Rolls
  • +4 Action Boost bonus to Damage Rolls
Lasts for 30 seconds
315
  • Cleric 2
Action Boost- Power Icon.png
Action Boost: Power
Activation Cost: 1 Action Boost
Cooldown: 30 seconds
Activate to gain:
Rank 1:
  • +10 Action Boost bonus to Melee Power
  • +10 Action Boost bonus to Ranged Power
Rank 2:
  • +20 Action Boost bonus to Melee Power
  • +20 Action Boost bonus to Ranged Power
Rank 3:
  • +30 Action Boost bonus to Melee Power
  • +30 Action Boost bonus to Ranged Power
Lasts 20 Seconds
315
  • Cleric 2
Tier 3 enhancements

Increase Ability (Wisdom/Strength/Charisma)

EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Arcane Encumbrance Icon.png
Magic Backlash
When an enemy damages you with a spell, there is a chance that they will be knocked down.
Rank 1:
  • 10% chance of knock down
Rank 2:
  • 20% chance of knock down
Rank 3:
  • 30% chance of knock down
Does not affect bosses, does not trigger from positive energy spells.
3110
  • Cleric 3
[[]]

Multiple Selection

Choose between a Melee or Ranged attack
31
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
1210
  • Righteous Weapons (Tier 2)
  • Cleric 3
Enhancement Greater Inflame Icon.png
Greater Inflame
Inflame now also grants:
Rank 1:
  • 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
Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account
3110
  • Inflame
  • Cleric 3
Tier 4 enhancements

Silence the Wicked

Increase Ability (Wisdom/Strength/Charisma)

EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Ameliorating Strike Icon.png
Ameliorating Strike
  • When you strike an enemy with Smite Foe, you and your nearby allies are:
    • Healed for 1d3 per character level
    • Benefit from the effects of the Lesser Restoration spell
    • The heal from Ameliorating Strike is affected by your Positive Spell Power
    • The heal only triggers once per use
1220
  • Cleric 4
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
1220
  • Righteous Weapons (Tier 3)
  • Cleric 4
[[]]

Multiple Selection

+3/6/10% Doublestrike or Doubleshot
31
Tier 5 enhancements

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EnhancementBenefitRanksAction
Points
SpentRequirements
[[Divine Vessel|]]

Multiple Selection

Choose between a Melee or Ranged attack
11
Enhancement Wrathful Weapons Icon.png
Wrathful Weapons

While wielding your religion's favored weapon in your main hand, it gains:

  • +3 to Hit
  • +3 to Damage
  • +9 Universal Spell Power
  • On a Vorpal Hit:
    • +3 Imbue Dice
    • Lasts 12 second
    • Fires of Fury Imbue Toggle changes damage type from Fire to Light
1230
  • Righteous Weapons (Tier 4)
  • Character Level 12
  • Cleric 5
Enhancement Wrathful Weapons Icon.png
Divine Bastion
  • While wearing Heavy armor, or in the Adamantine Body feat, gain:
    • +10 PRR
    • +10 MRR
    • +10 Armor Class
    • +50% to threat generation with melee and ranged attacks


Passive:

  • +20% Competence bonus to Maximum Hit Points
1230
  • Character Level 12
  • Cleric 5
Enhancement Divine Intervention Icon.png
Divine Intervention

Activation Cost: 30 Spell Points
Cooldown: 2 Minutes

Activate: Targeted allies:

  • Hit point damage cannot go below -9
  • When incapacitated:
    • They are healed 10 to 39 hit points
    • After heal the effect ends
1230
  • Character Level 12
  • Cleric 5