Hybrid Class Review: Warpriest part 2
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So now that we know what a warpriest is, letâs talk about what they can do.
Warpriests are a middling base attack class with a d8 hit dice and low skill points, which puts them along the same ability as the magi they are meant to be a reflection of.
They also gain mid-level prepared spellcasting from 0 to 6th level, but unlike the magus, the warpriest takes a page out of the hunter book and instead gives them the whole cleric spell list up to 6th level. This means they get some pretty solid healing, buffing, debuffing, but somewhat limited damage spells. Naturally, they use wisdom as their casting stat.
As a reflection of the domains of a cleric, warpriests instead gain blessings: more combat-oriented abilities, one at first level, one at 10th, from both of their two blessing choices. Naturally, the warpriest can only take blessings that match one of the domains of their deity if they have one, though there are also âfocusedâ domains in lieu of cleric subdomains that replace one of the granted powers. These blessings range from buffing a weapon or allies to summoning monsters to aid the warpriest, debuff enemies, or straight up do some damage.
They also train with a particular weapon, mastering it. For many this is the favored weapon of their deity, but it can be any weapon as long as it works for them.
Where things become interesting is when they designate a weapon as a sacred weapon. This applies to the favored weapon of their deity and any weapons theyâve trained to master, allowing them to enhance the weapon to deal damage well above itâs weight class. Whatâs more, they gain a reserve of power to enhance weapons magically, stacking with any existing magical blessings and even temporarily grant specific enchantments, similar to what a magus can do. They even gain specific enchantments on the list based on their alignment. However, they can only maintain this power for a limited time each day, and having multiple blessed weapons expends the energy faster.
Like a cleric, warpriests can convert their prepared spells into either healing or harming magic when they need to.
Their moral alignment also makes learning the languages of the fiends and celestials important to them, and determines what morality-based spells are available to them.
Something that sets warpriests apart is their reserve of fervor, an energy that can heal or harm with a touch as a paladinâs healing hands or antipaladins touch might. However, they have another use for this energy, allowing them to speed up the casting of their spells as long as they target only themselves, allowing them to apply their combat blessings and charge into the fray in the same breath.
They also gain various extra combat training, and prove gifted at learning even techniques normally known only to fighters.
Similar to how paladins can expend more energy to channel a pulse like clerics, warpriests can do the same with their fervor, though the energy channeled varies.
While magi and paladins must receive special training to enhance armor, warpriests can do so with ease, and make it last all day or until the armor is removed. They can even enhance weapon and armor at the same time with a little bit of fervor.
Finally, the most powerful among them can call upon the aspect of war, becoming more lethal, durable and mobile, as well as using blessings freely for one minute.
But if you donât want that, there are alternate capstones for the warpriest thanks to Chronicle of Legends. The one specifically for warpriests being becoming a Hammer of God, gaining two more blessings from their deity and able to use blessings more times per day.
More generic options include Old Dog, New Tricks to represent their mastery of more combat techniques; Perfect Body, Flawless Mind for those physical and mental paragons blessed by their faith; Soul Channel, for those that can channel energy much more often and with greater results; The Boss for those that become great leaders among the militant parts of the faith; With This Sword for those with a possession that has become a true blessed relic of the faith; and Wonât Stay Dead, for seemingly immortal saints of the faith.
The warpriest has a lot of fun ideas, able to gain fighter-requisite feats even faster than a magus can, having a resource that can be used for simple healing or quick-casting buffs as needed, not to mention hitting really hard with their weapon of choice. With so many ways to apply buffs as swift actions, the warpriests are very much all about being ready to fight at a momentâs notice. While a cleric would have to spend rounds before or during combat to fight on par with a full combat class like fighter, a warpriest can be buffing themselves up basically for free while still fighting.
As such, the exact build youâll have as a warpriest can vary by what blessings you pick and whether youâre a healer or a harmer, but a few ideas do come to mind. Some might be a solo juggernaut focused primarily on casting as many buffs as possible, gathering momentum as they grow stronger and stronger in combat to crush lesser foes on their way to stronger ones, trusting the rest of the party to support them. Others might focus on supporting in addition to combat. Meanwhile, some might make their own friends by focusing on summoning allies by way of spells or certain blessings to make use of the combat benefits or spell-like abilities of such conjured allies. They might focus more on tanking or more on dealing as much damage as possible. Youâve got plenty of options here.
The thing to remember with warpriest is that your uses of fervor and blessings are limited, so playing one is very much a matter of managing your uses of spells, blessings, and fervor to match the situation. With their bonus feats theyâre not halfway bad when they run out of juice, but you still donât want to be caught without juice if you can help it.
So playing a warpriest is very much about gaining momentum and keeping it, and recovering it quickly when you lose it. If you canât reach your foe this round, lay down some blasting or a debuff, and when you get into range, fervor to buff up and go to town.
That will do for today, but tomorrow weâll consider the archetypes that this class has available to it.