Warpriest (5e Subclass)
The Warpriest[edit]
Fighter Subclass
A fierce divine warrior capable of taking the front lines and is able to manipulate radiant energy with positive or negative elements. This versions has been nerfed because it had an Overpowered set that make very unlikely the approval of a normal DM. Please check the other version if you want reference of the changes.
- Fervor
At 3rd level, you learn an unique way to manipulate divine energy focusing either negative or positive elements to it. You can use an Action to shape this energy into a bolt, and choose a target within 30 feet of you. You can choose one of the following effects:
- You can use the energy of your bolt to restore hit points to the target equal to the roll of your fervor dice. The same creature can't benefit from this bolt again until it finishes a long rest.
- You can make a ranged spell attack, using your Wisdom as your spellcasting ability. On a hit, you cause damage equal to 3d6 plus the roll of your fervor dice.
Your fervor equals a number of d6s equal to half your fighter level (rounded down). Some fervor features require a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier. When you gain this feature, you also choose a damage type for your bolt. You can choose either Necrotic (typically associated with evil gods), Radiant (usually for good gods) or Psychic (for neutral gods).
- Wargod Neophyte Teachings
At 3rd level, your god teach you another way to have the control of the battlefield. You can choose to follow one out of three options of sacred teachings: Tactics, Power or Protection.
- Sacred Reaction (Tactics). When an ally you can see within 30 feet makes an Attack or a Saving Throw, you can use your reaction to grant Advantage to that attack. You can use this reaction a number of times equal to your Wisdom modifier, and regain your uses after finishing a long rest.
- Improved Healing Fervor (Protection). When you heal with your Fervor or Sacred Pulse feature, you add your Wisdom modifier to the healing. In addition, you learn the spare the dying cantrip.
- Improved Damaging Fervor (Power). When you deal damage with your Fervor or Sacred Pulse feature, you add your Wisdom modifier to the damage.
- Wargod Acolyte Teachings
At 7th level, you gain more advanced teachings of your chosen path.
- Survival Techniques. You gain proficiency in Wisdom saving throws. In addition, you add your Wisdom modifier to your Initiative rolls.
- Sacred Heal. When you restore hit points using Fervor on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
- Sacred Armor. You gain resistance to radiant damage. In addition, when a creature within 10 feet hit you with an attack, you can use your reaction to cause damage equal to your Wisdom modifier to that creature. The creature can make a Constitution saving throw against your Fervor save DC to avoid the damage.
- Sacred Pulse
At 10th level, you learn to release a wave of radiant energy in a 30 feet radius from you. You 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 can make a a Constitution saving throw against your Fervor save DC to take half damage on a successful roll.
In addition, your sacred pulse gain additional property, depending on your chosen teaching:
- Selective Sacred Pulse (Tactics). When you use Sacred Pulse, choose a number of creatures equal to your Wisdom modifier. You can choose what effect (damage or healing) will affect each of the chosen creatures.
- Sacred Aura (Protection). When you use your Sacred Pulse to restore hit points, all friendly creatures in the area gain temporary hit points equal to the number rolled on the Fervor dice.
- Sacred Hit (Power). When you hit a creature with a melee weapon attack, you can activate Sacred Pulse. The creature hit by the attack automatically fails the saving throw against the sacred pulse additional damage.
This ability causes damage equal to your Fervor dice. You can use this ability once, being unable to do so again until you complete a short or a long rest.
- Wargod Bishop Teachings
At 15th level, you become a leader on your faith, achieving a news teaching.
- Smartest Choices (Tactics). Whenever you restore hit points to a creature using Fervor or Sacred Pulse, that creature has Advantage on its next attack or save made until the end of its next turn. If you damage a creature with these features, the creature has Disadvantage instead.
- Power of Victory (Power). Your attacks are critics on 19-20. In addition, when you use your Sacred Pulse feature, you regain hit points equal to the number rolled on the Fervor Dice.
- Protection Gift (Protection). When you heal with your Fervor or Sacred Pulse feature, you treat any roll of 1 as a 2 instead. In addition, any creature that regains hit points with your Fervor or Sacred Pulse have resistance to all damage types until the start of their next turns.
- Sacred Return
At 18th level, you learn how to store a great amount of positive radiant energy within you. When you are reduced to 0 hit points, you can spend your Sacred Pulse use to be reduced to an amount of hit points equal to a number rolled on your Fervor Dice instead.
In addition, you gain the additional benefits depending on your chosen teaching:
- Tactics.When you use Sacred Return, you regain all uses of your Sacred Reactions feature.
- Power. When you use Sacred Return, your body is engulfed by an aura of power that lasts for 1 minute. Any hostile creature that moves within 30 feet of you for the first time or start its turn there takes damage equal to your Wisdom modifier.
- Protection. When you use Sacred Return, your body is engulfed by an aura of protection that lasts for 1 minute. Any friendly creature that moves within 30 feet of you for the first time or start its turn gains temporary hit points equal to your Wisdom modifier.
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