Warpriest, Variant (5e Class)

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Libra, a Warpriest.


The Warpriest

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.


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 Athletics, Persuasion and Survival Skills.

Class Features

As a Warpriest you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warpriest level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warpriest level after 1st

Proficiencies

Armor: Shields, Medium armor & Heavy armor
Weapons: all simple weapons
Tools: Healer's kit
Saving Throws: Wisdom & Strength
Skills: Choose 3 from: Animal Handling, Athletics, History, Insight, Investigation, Nature, Perception, Persuasion, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Lance or (b) Mace
  • Shield
  • Mail armor
  • Healer's Kit
  • If you are using starting wealth, you have 5d6 + 10 in funds.

Table: The Warpriest

LevelProficiency
Bonus
FeaturesFervor
1st+2Fervor1d6
2nd+2Wargod Teaching1d6
3rd+21d6
4th+2Ability Score Improvement2d6
5th+3Extra Attack2d6
6th+3Wargod Teaching Feature2d6
7th+33d6
8th+3Ability Score Improvement3d6
9th+43d6
10th+4Sacred Pulse4d6
11th+44d6
12th+4Ability Score Improvement4d6
13th+55d6
14th+5Wargod Teaching Feature5d6
15th+5Sacred Pulse Improvement5d6
16th+5Ability Score Improvement6d6
17th+66d6
18th+6Wargod Teaching Feature6d6
19th+6Ability Score Improvement7d6
20th+6Sacred Return7d6


Fervor

At 1st level, the Warpriest, instead of magic, 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 radiant 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 plus 1 by every 4 levels in this class (rounded down starting in 1). You regain all charges after a long rest and 1 charge after a short rest.

Undead and demons take an additional 1d6 of damage.

If your God is evil change the radiant damage for necrotic damage in every skill, and now instead to deal extra damage to Devils, Demons and Undeads it does to Celestials and Fey.

If your God is neutral change the radiant damage for force damage in every class skill.

Wargod Teachings

At 2nd level, your god teach you another way to have the control of the battlefield. Choose between Tactics, Power or Protection, you will gain one feature at this level and another at levels 6, 14 and 18 in this way.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sacred Pulse

At 10th 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 Con 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 15th level, you can use this ability 3 times a day.

Sacred Return

At 20th 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, make one use of Sacred Pulse and you are considered a Celestial for 5 turns. When this skill ends you fall to the ground with 1 hp and gain one level of exhaustion. If you are reduced to 0 hp in this form you fail 1 death saving throw.

If you are a Tactician Warpriest you regain all of your Fervor and the half of your Sacred Reactions uses and at the end of this skill you drop to half of your current hp instead of zero.

If you are a Power Warpriest you regain the half of your Fervor uses and gain a harmful aura that make you ignore the resistance and immunities of the targets affected by your Fervor and Sacred Pulse.

If you are a Protector Warpriest you regain the half of your Fervor uses and gain a protective aura that gives resistance to all damages to the creatures that are affected by your Fervor and Sacred Pulse until you return to normal.


Tactics Teachings

By choosing this aspect the Warpriest becomes more proficient in all lines of the battlefield.

At 2nd level the Warpriest learns Survival techniques, now you are proficient in Int Savings Throws and you gain a initiative bonus equal to your Wis.

At 6th level the Warpriest learn Sacred Reaction, now when an ally that you can see makes an attack or is forced to make a saving throw you can use your reaction to give it advantage. You can use this feature Int (min 1)+ Wis (min 1) between long rests.

At 14th level the Warpriest learn Selective Sacred Pulse, now when you use the Sacred Pulse Feature you can deal damage and heal other creatures at the same time.

At 18th level the Warpriest learn Smartest Choices, now the creatures affected by your Fervor and Sacred Pulse gain advantage (if they are healing) or disadvantage (if they fail the Saving Throw) in the next attack or Saving Throw. You can do this a number of times equal to your Wis modifier(min 1) per long rest.

Power Teachings

By choosing this aspect the Warpriest becomes more proficient in the front lines of the battlefield.

At 2nd level the Warpriest learns Improved Damaging Fervor, now when you deal damage whit your Fervor feature you add your Wis to the damage. When you learn Sacred Pulse you add your Wis too. When you hit a melee attack as a bonus action you can expend one use and deal your Fervor damage.

At 6th level the Warpriest learn Sacred Armor, you 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 Wis points radiant damage. Now you have resistance to Radiant damage.

At 14th level the Warpriest learn Sacred Hit, now you can use one of you Sacred Pulse uses to make a powerful attack whit your weapon to one creature adding Wis to the roll, if you hit you deal the maximum damage of your Sacred Pulse plus your weapon damage.

At 18th level the Warpriest learn Power of Victory, now yours attacks are critics on 19-20 and whenever you use your Fervor or Sacred Pulse Feature you can regain hp equal to the damage deal, you can do this Wis (min 1) times per long rest. This don't applies to Sacred Hit.

Protection Teachings

By choosing this aspect the Warpriest becomes more proficient in the back lines of the battlefield.

At 2nd level the Warpriest learns Improved Healing Fervor, now when you heal whit your Fervor feature you add your Wis to the healing. When you learn Sacred Pulse you add your Wis too. You learn the Spare the dying cantrip.

At 6th level the Warpriest learn Sacred Heal, when you heal with your Fervor feature you restore the subject of any status like blindness, etc.

At 14th level the Warpriest learn Sacred Aura, now you can use one of you Sacred Pulse uses to touch one ally and give it an aura that restores half of your Fervor dice feature to each ally that is in a 30 feet radius from him every turn, this aura lasts three turns.

At 18th level the Warpriest learn Protection Gift, now when you heal whit your Fervor or Sacred Pulse feature roll a d20, in a 20 it is a critical and you heal the maximum amount plus another Fervor dice. When you heal somebody you can regain the same hp, you can do this Wis (min 1) times per long rest. This don't applies to Sacred Aura.


Multiclassing


Prerequisites. To qualify for multiclassing into the battle medic 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.



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