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Warpriest Tree

From DDO Compendium
Tree For: Cleric
Unlock
Free
Warpriest Tree.png
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


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Smite Foe Icon.png
Smite Foe

Cooldown: 12 Seconds

Select from one of the following:

  • Enhancement Smite Foe Icon.png Activate: Smite your enemy with a melee attack that deals an additional +2[W] damage.
  • Enhancement Smite Foe (Ranged) Icon.png Activate: Smite your enemy with a ranged attack that deals an additional +2[W] damage.
  • Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
110
  • Cleric 1
Enhancement Resilience of Battle Icon.png
Resilience of Battle

Passive:

  • Damage Reduction 5/-
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
115
  • Smite Foe
  • Cleric 3
Enhancement Sanctuary Icon.png
Sanctuary

Activation Cost: 10 Spell Points
Cooldown: 1 Minute

  • Activate: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance.
  • Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
1110
  • Resilience of Battle
  • Cleric 6
Enhancement War Domain- Blur Icon.png
War Caster: Blur
  • Enhancement War Domain- Blur Icon.png The spell Blur is added to the spellbook as a level 3 spell.
  • You permanently benefit from the effects of the Blur spell.
  • Passive:
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
1120
  • Sanctuary
  • Cleric 12
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.
  • Passive:
    • +1 Competence Bonus to Critical Thread Range with your Favored Weapon
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
1130
  • War Caster: Blur
  • Cleric 18
Enhancement Implacable Foe Icon.png
Implacable Foe

Cooldown: 3 Minutes

Select from one of the following:

  • Enhancement Implacable Foe Icon.png +2 Strength, +2 Constitution
  • Enhancement Implacable Foe (Wisdom) Icon.png +2 Wisdom, +2 Constitution
  • Activate: You are nearby allies gain 100 Temporary Hit Points and their attacks with deal 10% additional damage.
    • For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range.
    • These effects will expire 5 seconds after they are no longer refreshed.
  • Passive:
    • Divine Vessel now triggers on reaching 20 stacks of Divine Conduit, instead of 25.
    • +2 Armor Class
    • +5 Fire Spell Power
    • +5 Light Spell Power
1140
  • War Caster: Haste
  • Cleric 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Divine Might Icon.png
Divine Might
Cooldown: 20 Seconds
Activate: You gain an Insight bonus to Strength equal to 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
311
  • Cleric 1
Antirequisite
  • Know the Angles
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
  • Passive: When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
  • Favored Weapons:
    • Amaunator: Heavy Mace
    • The Lord of Blades: Greatsword
    • The Silver Flame: Longbow
    • The Sovereign Host: Longsword
    • The Undying Court: Scimitar
    • Vulkoor: Shortsword
111
  • 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
Enhancement Awareness Icon.png
Awareness
Rank 1:
  • +1 Listen
  • +1 Search
  • +1 Spot
Rank 2:
  • +2 Listen
  • +2 Search
  • +2 Spot
Rank 3:
  • +3 Listen
  • +3 Search
  • +3 Spot
  • +1 saving throws vs. traps
311
  • Cleric 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints 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, the target takes 1% more damage for 3 seconds.
    • This effect stacks up to 20 times, and loses one stack on expiration.
125
  • Cleric 2
Enhancement Wall of Steel Icon.png
Wall of Steel
Rank 1:
  • Passive: +3 Physical Resistance Rating
Rank 2:
  • Passive: +6 Physical Resistance Rating
Rank 3:
  • Passive: +10 Physical Resistance Rating
315
  • Cleric 2
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • Passive: When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
  • Favored Weapons:
    • Amaunator: Heavy Mace
    • The Lord of Blades: Greatsword
    • The Silver Flame: Longbow
    • The Sovereign Host: Longsword
    • The Undying Court: Scimitar
    • Vulkoor: Shortsword
115
  • Righteous Weapons (Tier 1)
  • Cleric 2
Enhancement Inflame Icon.png
Inflame
Cooldown: 90 Seconds
Rank 1:
  • Activate: You and your nearby allies gain a +2 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls.
Rank 2:
  • Activate: You and your nearby allies gain a +3 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls.
Rank 3:
  • Activate: You and your nearby allies gain a +4 Action Boost bonus to Armor Class, Attack Rolls, and 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
Rank 1:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +10 Action Boost bonus to Melee and Ranged power for 20 seconds.
Rank 2:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +20 Action Boost bonus to Melee and Ranged power for 20 seconds.
Rank 3:
  • Action Boost- Power Icon.png Action Boost: Power: Activate to gain a +30 Action Boost bonus to Melee and Ranged power for 20 seconds.
315
  • Cleric 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Arcane Encumbrance Icon.png
Magic Backlash
Passive: 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
Enhancement Radiant Flourish Icon.png
Radiant Flourish
Cooldown: 6 Seconds
Select Melee or Ranged Version:
  • Enhancement Radiant Flourish Icon.png Melee
  • Enhancement Radiant Flourish (Ranged) Icon.png Ranged
Attack that scales with 200% Melee or Ranged Power, which ever is higher. Small chance to blind non-Boss enemies with no save
Rank 1:
  • Does +1[W] and adds 1d6 Light Damage
Rank 2:
  • Does +2[W] and adds 2d6 Light Damage
Rank 3:
  • Does +3[W] and adds 3d6 Light Damage
3110
  • Cleric 3
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • Passive: When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
  • Favored Weapons:
    • Amaunator: Heavy Mace
    • The Lord of Blades: Greatsword
    • The Silver Flame: Longbow
    • The Sovereign Host: Longsword
    • The Undying Court: Scimitar
    • Vulkoor: Shortsword
1110
  • 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, Cold, Electric, Fire, and Sonic Energy Absorption.
  • +2 Action Boost bonus to all Saving Throws.
Rank 2:
  • 10% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption.
  • +3 Action Boost bonus to all Saving Throws.
Rank 3:
  • 15% Action Boost bonus to Acid, Cold, Electric, Fire, and 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
  • Cleric 3
Increase Ability (Wisdom-Strength-Charisma) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Wisdom Icon.png Wisdom: +1 Wisdom
  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Charisma Icon.png Charisma: +1 Charisma
1210
  • Cleric 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Ameliorating Strike Icon.png
Ameliorating Strike
  • When you strike an enemy with Smite Foe, you and your nearby allies are healed by 1d3 per character level, and 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 Silence the Wicked Icon.png
Silence the Wicked
Select from Ranged or Melee
Rank 1:
  • Make an attack that does +1[W]
  • Enhancement Silence the Wicked Icon.png Melee:
    • Cooldown: 14 Second
  • Enhancement Silence the Wicked Ranged Icon.png Ranged:
    • Cooldown: 20 Second
Rank 2:
  • Make an attack that does +2[W]
  • Enhancement Silence the Wicked Icon.png Melee:
    • Cooldown: 12 Second
  • Enhancement Silence the Wicked Ranged Icon.png Ranged:
    • Cooldown: 18 Second
Rank 3:
  • Make an attack that does +3[W]
  • Enhancement Silence the Wicked Icon.png Melee:
    • Cooldown: 10 Second
  • Enhancement Silence the Wicked Ranged Icon.png Ranged:
    • Cooldown: 15 Second
Affected enemies can't cast spells for 4 seconds.
3120
  • Cleric 4
Enhancement Righteous Weapons Icon.png
Righteous Weapons
  • Passive: When wielding your religion's favored weapon, it gains:
    • +1 to hit and damage
    • +3 Universal Spell Power
  • Favored Weapons:
    • Amaunator: Heavy Mace
    • The Lord of Blades: Greatsword
    • The Silver Flame: Longbow
    • The Sovereign Host: Longsword
    • The Undying Court: Scimitar
    • Vulkoor: Shortsword
1120
  • Righteous Weapons (Tier 3)
  • Cleric 4
Enhancement Holy Striker Icon.png
Holy Striker
Select between Melee and Ranged:
Rank 1:
  • Enhancement Holy Striker Icon.png Melee: +3% Doublestrike
  • Enhancement Holy Sniper Icon.png Ranged: +3% Doubleshot
Rank 2:
  • Enhancement Holy Striker Icon.png Melee: +6% Doublestrike
  • Enhancement Holy Sniper Icon.png Ranged: +6% Doubleshot
Rank 3:
  • Enhancement Holy Striker Icon.png Melee: +10% Doublestrike
  • Enhancement Holy Sniper Icon.png Ranged: +10% Doubleshot
3220
  • Cleric 4
Increase Ability (Wisdom-Strength-Charisma) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Wisdom Icon.png Wisdom: +1 Wisdom
  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Charisma Icon.png Charisma: +1 Charisma
1220
  • Increased Ability (Tier 3)
  • Cleric 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Divine Power Icon.png
Divine Power
  • Passive: Your god has imbued you with power and skill in combat, granting:
    • +6 Sacred Bonus to Strength
    • Base Attack Bonus to a fighter of the same level
1130
  • Character Level 12
  • Cleric 5
File:Enhancement Divine Vessel Icon.png
Divine Vessel

Passive: Your attacks generate a stack of Divine Conduit. When Divine Conduit reaches 25, all stacks are cleard and you gain one use of this attack. (Max uses: 1. You may continue to gain stacks of Divine Conduit, but it will not gain another use until you expend your existing one.)

  • Ranged: Active: Ranged Favored Weapon Attack: Expend 1 Charge. Take a shot with your bow, dealing +5[W] damage. Affected enemies are hit by a meteor, taking 1d4 Fire and 1d4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power).
  • Melee: Active: Melee Favored Weapon Attack: Expend 1 Charge. Make a sweeping weapon attack against all nearby enemies for +5[W] damage. Affected enemies are hit by a meteor, taking 1d4 Fire and 1d4 Light damage per character level. (Damage from the meteor is affected by Fire and Light Spell Power).
  • Both Share a cooldown with the Great Cleave feat. You may only gain a stack of Divine Conduit once every second.
  • You have Implacable Foe, Divine Vessel will gain a charge upon reaching 20 stacks of Divine Conduit, instead of 25.
1130
  • Character Level 12
  • Cleric 5
Enhancement Wrathful Weapons Icon.png
Wrathful Weapons
  • Passive: When wielding your religion's favored weapon, it gains:
    • an additional +3 to hit and damage
    • an additional +9 Universal Spell Power
    • When you score a Vorpa Hit with your religion's favored weapon, you attacks gain 10d6 Light Damage on hit for the next 12 second, this scales with the higher of Melee or Ranged Power at 200%.
  • Favored Weapons:
    • Amaunator: Heavy Mace
    • The Lord of Blades: Greatsword
    • The Silver Flame: Longbow
    • The Sovereign Host: Longsword
    • The Undying Court: Scimitar
    • Vulkoor: Shortsword
1230
  • Righteous Weapons (Tier 4)
  • Character Level 12
  • Cleric 5
File:Enhancement Divine Bastion Icon.png
Divine Bastion
  • While wearing Heavy armor (or in the Adamantine Body feat), you gain:
  • +10 PRR
  • +10 MRR
  • +10 Armor Class
  • +50% to threat generation with melee and ranged attacks.
1230
  • Character Level 12
  • Cleric 5
Enhancement Divine Intervention Icon.png
Divine Intervention

Activation Cost: 30 Spell Points
Cooldown: 2 Minutes

  • Active: Divine Intervention: Ward your target against fatal damage.
    • Hit point damage cannot lower a warded ally's hit point below -9.
    • When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fades.
1230
  • Character Level 12
  • Cleric 5