War Priest, Variant (5e Class)
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A fierce divine warrior capable of taking the front lines and is able to manipulate radiant energy with positive or negative elements.
- Quick Build
You can make a Warpriest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose the Sacred Flame Cantrip; and Athletics, Persuasion and Survival Skills.
As a Warpriest you gain the following class features.
- Hit Points
Armor: Shields, Medium armor & Heavy armor
Weapons: all simple weapons and all martial weapons
Tools: Healer's kit or Adventure's kit
Saving Throws: Wisdom & Strength
Skills: Choose 3 from: Animal Handling, Athletics, History, Insight, Investigation, Nature, Perception, Persuasion, Religion, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Lance or (b) Mace
- Mail armor
- (a) Healer's Kit or (b) Adventure's Kit
- If you are using starting wealth, you have 5d6 + 10 in funds.
|Features||Fervor||Cantrips Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||2d6||4||3||—||—||—||—|
|7th||+3||Warpriest Aspect Feature||3d6||4||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3d6||4||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4d6||5||4||3||3||—||—|
|13th||+5||Warpriest Aspect Feature||5d6||5||4||3||3||1||—|
|16th||+5||Ability Score Improvement||6d6||5||4||3||3||2||—|
|18th||+6||Warpriest Aspect Feature||6d6||5||4||3||3||3||1|
|19th||+6||Ability Score Improvement||7d6||5||4||3||3||3||2|
At 1st level, you know one cantrip of your choice from the cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.
By 2nd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.
- Preparing and Casting Spells
The Warpriest table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest You prepare Warpriest spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Warpriest spells equal to your Wisdom modifier + your Proficiency Bonus. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your spells. The power of your spells come from your intensive training and turning your natural arcane affinity into divine magic. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the DC for a basic spell you cast and when making a attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
- Spellcasting Focus
You can use your sacred weapon as a spellcasting focus for your spells.
At 1st level, the Warpriest learns a unique way to manipulate radiant energy focusing either negative or positive elements to it. The Warpriest shapes that energy into a bolt and throws it to a target within 30 feet; If the bolt has positive energy the target is healed; if the bolt has negative energy make a ranged spell attack against the target, on a hit the target takes damage. The hit die for this ability is located in the Warpriest Table. You can use this ability as many times as your Wisdom modifier +Your level. You regain all charges after a long rest and 2 charges after a short rest.
Undead and demons take an additional 1d6 of damage.
At 2nd level, with a bonus action, you imbue one weapon with negative radiant energy. The imbued weapon deals an extra 1d8 radiant damage with every successful attack.
The damage increases at 5th level (2d6), 10th level (2d8) 15th level (3d8) and 20th level (4d8)
At 3rd level, you may choose one of the two Aspects: War or Light. You gain additional features at levels 7, 13, and 18.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
At 6th level, you learn to release a wave of radiant energy in a 30 feet radius from the Warpriest. The Warpriest must choose if the energy is positive (every creature within radius is healed) or negative (every creature within radius takes radiant damage). Creatures targeted by this ability may do a Dex saving throw against the Warpriest spell save DC and take half damage on a successful roll. This ability uses the same hit die as fervor from the Warpriest Table. you can use this ability 2 times a day and you regain this uses after a long rest. At 12th level, you can use this ability 3 times a day and 4 times a day at level 18.
At 10th level, you may imbue your armor with negative radiant energy. Every time you are successfully hit by a creature within 10 feet of you, the armor will deal 1d4 of radiant damage to that creature as a reaction from the attack. The damage increases at level 15 to 1d6.
At 15th level, the Warpriest learns to store a great amount of positive radiant energy within him. As long as this energy is within you, whenever your hit points reach 0 or lower you spend this ability to automatically resurrect with full hp and protective aura that increases your AC by 5 for one turn. you can also use this ability to resurrect one creature within range to half hp as long as it has not been dead for more than 24 hours and you only need a small piece of the creature to be able to use this ability. This ability has 1 charge, to regain the charge you must complete a 15-hour channeling ritual (without interruptions).
at 20th level, you learn to cover yourself in a mixture of positive and negative radiant energy creating a shiny angelic avatar that is launched from you. The angelic form is 35 feet wide (centered on you), 15 feet tall and travels as far as 100 feet in a straight line from the Warpriest. Any enemy creature in range of this attack is automatically hit with 7d6 radiant damage and are knocked prone regardless of size; Any friendly creature in its path is healed by 7d6. You can use this ability once and can regain it after a long rest.
Aspect of War
By choosing this aspect the Warpriest becomes more proficient in the front lines of the battlefield.
At 3rd level the Warpriest learns Improved Sacred Weapon increasing its damage by 1d4. 1d6 at level 5, 2d6 at level 10, 2d8 at level 15 and 3d8 at level 20. It also improves it attack and damage rolls by 1, at level 10 increases this bonus by 2.
- Way of War
Additionally, at 3rd level, Combat runs through your veins and now you may now use your reaction to counter-attack if a melee attack misses you. You can use a fervor charge to counter-attack.
- Divine Weapon
at 7th level you learn to use a fervor charge to imbue your weapon with it as a bonus action, if the next attack with that weapon hits, it takes the damage of the weapon plus the damage of fervor. If failure the creature only takes half of the fervor damage. This ability stacks with both sacred weapon and improved sacred weapon.
- Divine Armor
at 13th level, your AC is increased by 2 and also increases the damage from sacred armor by 1, sacred armor's damage is now applied also to spells that hit you as well and has no range requirements anymore.
- Divine Empowerment
at 18th level using Divine Weapon no longer consumes fervor charges. in addition, using one charge of fervor as a bonus action will imbue the weapon with Sacred pulse, if the melee attack hits sacred pulse deals damage as if ALL targets failed the save roll; if the attack misses the enemies in range take half of the damage.
Aspect of Light
By choosing this aspect the Warpriest becomes more proficient in the back lines of the battlefield.
At 3rd level, the Warpriest learns Charged Sacred Weapon This acts as a Cantrip (does not affect or alters Cantrips Known and acts as an additional one). By overcharging your sacred weapon you are able to throw the extra energy within it, make a ranged spell check, on a hit the target creature within 60 feet of you takes the weapon's damage and sacred weapon damage. After that, you can not imbue it with radiant energy until the end of the battle.
- Way of Light
Additionally, at 3rd level, Healing has become second nature to you and now you heal as an action without using a spell slot.
- Empowered Fervor
at 7th level, Fervor becomes more lethal to use. if you fail the spell attack against a foe using Fervor that creature takes half of the damage from the attack instead of none.
- Improved Sacred Pulse
at 13th level, Sacred pulse can now be cast on a target within 30 feet of the Warpriest as the center for the spell. Sacred Pulse gains a second pulse on the Warpriest's next turn healing or dealing half the damage of the first pulse.
- Sacred Empowerment
at 18th level, Fervor gains 3 additional charges; if you spend 2 charges instead of 1, Fervor automatically hits and adds an extra 3d6 to the spells damage or heal. Sacred Pulse gains an additional charge, the second pulse now deals full damage.
Prerequisites. To qualify for multiclassing into the Warpriest class, you must meet these prerequisites: 13 Wisdom and 13 Strength.
Proficiencies. When you multiclass into the Warpriest class, you gain the following proficiencies: medicine and heavy armor.