The Warpriest

by Darkseid13

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The Warpriest

The Warpriest

Singing the praises of Kord, the dwarf crashes his hammer into the ground, shattering the earth and repelling his foes. Using this moment of respite, he heals himself and his allies as the next wave of undead emerge from below.

A half-orc clasps the anvil around her neck, blessing her greatsword causing it to burst into flame. She smiles at the aproaching hoard of goblins, and runs into the fray.

A gnome whispers a prayer as he levels his raven feather fletched arrow at the death cultists. Three worshipers of Orcus hit the stone floor without a sound, and the natural order of life is restored.

Warpriests travel far and wide to spread the word of their deity, and snuffing out the antithesis of their beliefs. They live and breathe warfare, and are comfortable in a temple, battlefield, or town.

Called to Glory

A warpriest is the more specialised cousin of the paladin, and the more martial sibling to the cleric. Content to heal or harm with their magics, depending on what needs to be done at the time, a warpriest has little patience for those who oppose their gods will.

Power bestowed on a warpriest is to be used how they see fit, but can be revoked if they stray too far. A fallen warpriest can seek atonement to be able to use their granted powers again.

The Warpriest
Level Proficiency Bonus Features Sacred Weapon Channel Dice
1st +2 Sacred Weapon, Channel Energy 1d6 2d6
2nd +2 Minor Blessings, Warpriest Cloister 1d6 2d6
3rd +2 Fervor 1d6 3d6
4th +2 Ability Score Improvement 1d6 3d6
5th +3 Extra Attack 1d8 3d6
6th +3 Cloister Feature, Sacred Armor (Resistance) 1d8 4d6
7th +3 1d8 4d6
8th +3 Ability Score Improvement 1d8 4d8
9th +4 Major Blessings 1d8 4d8
10th +4 Cloister Feature 1d10 4d8
11th +4 Extra Attack (2) 1d10 5d8
12th +4 Ability Score Improvement 1d10 5d8
13th +5 Sacred Armor (Immunity) 1d10 5d8
14th +5 Cloister Feature 1d10 6d8
15th +5 2d6 6d8
16th +5 Ability Score Improvement 2d6 6d8
17th +6 2d6 7d8
18th +6 Cloister Feature 2d6 7d8
19th +6 Ability Score Improvement 2d6 8d10
20th +6 Aspect of War 2d8 8d12

Class Features

As a warpriest, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per warpriest level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warpriest level after 1st

Proficiencies


  • Armor: light and medium armor
  • Weapons: your deity's favored weapon, simple weapons
  • Tools: any one artisan's tools

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) one of your deity's favored weapon or (b) any two simple weapons
  • (a) five javelins or (b) a light crossbow and thirty bolts
  • (a) any medium armor or (b) any light armor
  • (a) a scholar's pack or (b) an adventurer's pack

You also start with a holy symbol.

Sacred Weapon

At 1st level, weapons wielded by a warpriest are charged with the power of their faith. In addition to the favored weapon of your deity, you can designate a weapon as a sacred weapon by spending 1 minute touching the weapon and praying over it. A sacred weapon gains the following benefits when wielded by you:

  • It uses either it's normal damage dice or the damage dice shown in the Sacred Weapon column of the warpriest table, whichever is higher.
  • It deals an additional amount of radiant or necrotic damage equal to your warpriest level (chosen when you gain this feature).
  • You can use a bonus action to call your sacred weapon to your hand, as long as it is within 1 mile of you. It appears instantly in your hand.

Channel Energy

Also at 2nd level, you can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is an action that expends any number of your Channel Energy Dice up to your proficiency bonus, as shown in the warpriest table. You must present a holy (or unholy) symbol to use this ability.


A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) chooses which type of energy they channel when they gain this feature.


Whenever you channel energy, you roll the amount of Channel Energy dice you expended, and use the result as either healing or damage, depending. Channeling energy effects all creatures in a 30 foot radius. Creatures damaged by this feature may attempt a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier to halve the amount of damage they take.


You regain all expended Channel Energy dice upon completing a long rest.

Blessings

Your deity influences your alignment, what magic you can perform, your values, and how others see you.


Beginning at 2nd level, you may select two blessings from among those granted by your deity (each deity grants blessings tied to its domains). If you aren't devoted to a particular deity, you still select two blessings to represent your spiritual inclinations and abilities, subject to GM approval. Your choices are listed at the end of the class description.

Each blessing grants a minor power at 2nd level and a major power at 9th level. You can call upon the power of your blessings a number of times per day (in any combination) equal to half your warpriest level (rounded up). You regain expended blessing uses upon completing a long rest.

Save DC

Wisdom is your ability score for your blessings. If a blessing calls for an attack roll or saving throw, use the following calculations to determine it:

Blessing Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Blessing attack modifier = your proficiency bonus +

your Wisdom modifier

Warpriest Cloister

When you reach 2nd level, you choose an warpriest cloister, shaping your practice of divine warfare through one of many schools of thought. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level. Your choices are listed at the end of the class description.

Fervor

Beginning at 3rd level, your fanatical devotion to your deity pushes you to overcome any obstacle. You may use a bonus action to gain one of the following benefits for 1 minute:

  • You may add your Wisdom modifier to Athletics or Acrobatics rolls.
  • You gain a number of temporary hit points equal to your warpriest level plus your Wisdom modifier.
  • You may add your Wisdom modifier to attack rolls made with your Sacred Weapon.
  • You may add your Wisdom modifier to Persuasion or Intimidation rolls.

You may only have one one of these benefits active at a time. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long or short rest.

Ability Score Improvement

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. The number of attacks increases to three when you reach 11th level in this class.

Sacred Armor

Beginning at 6th level, you can anoint a set of armor that you are proficient with in holy oils, prayers, and blessings to grant it supernatural resilence as part of a long rest. Choose from the following damage types: fire, lightning, cold, acid, or radiant. You can change this damage type by performing the ritual again during a long rest. Your Sacred Armor grants you resistance to the chosen damage type while you are wearing it.


At 13th level, your Sacred Armor grants immunity to the chosen damage type instead.

Aspect of War

At 20th level, you can empower yourself with the martial power and prowess of the most devout champions of the gods. As a bonus action, you gain the following benefits for 1 minute:

  • You are under the effects of all of your fervor bonuses, without expending any uses of the feature.
  • You have advantage on saving throws against magic and magical effects.
  • If you are reduced to 0 hit points, you do not lose consciousness and begin rolling death saving throws until this feature ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Warpriest Blessings

Unless otherwise stated, using a blessing is a bonus action.

Air Blessings

Zephyr's Gift (minor): At 2nd level, you can touch any one weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range or cover. In addition, if the weapon does not have the thrown quality, it gains it with a range of 30/60.


Soaring Assault (major): At 9th level, you can touch one friendly creature and give it the gift of flight for 1 minute as per the fly spell. Whenever the chosen creature hits another creature with an attack while flying, that attack deals an amount of additional lightning damage equal to your level.

Animal Blessings

Animal Fury (minor): At 2nd level, you can touch one one friendly creature and grant it feral features. The creature gains 2 claw attacks that each deal 1d6 points of salshing damage, or 1 bite attack that deals 1d8 points of piercing damage. These attacks may be used as part of the Attack action as if the creature had the Extra Attack feature. This effect lasts for 1 minute.


Battle Companion (major): At 9th level, you can summon a battle companion. This ability functions as the summon fey spell, with a duration of 1 minute. The fey spirit summoned takes the form of any animal. This spell does not require concentration, but you can only have one fey spirit summoned by it at a time.

Artifice Blessings

Crafter's Wrath (minor): At 2nd level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it deals double the amount of damage.


Transfer Magic (major): At 9th level, you can temporarily transfer a weapon magical ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. The transfer lasts for 1 minute, after which the transferred weapon magical ability automatically returns to the source weapon.

Charm Blessings

Charming Presence (minor): At 2nd level, you can touch a friendly creature and grant an entrancing blessing. For 1 minute, that creatyre becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as the sanctuary spell, except if the creature attacks a hostile creatue, the effect ends with respect to only that hostile creature.


Dominance Aura (major): At 9th level, you can surround yourself with a tangible aura of majesty for 1 minute. While this aura is active, once per round as a bonus action you can issue a command (as the command spell) to one creature within 30 feet; the creature must succeed at a Charisma saving throw against your blessing save DC or follow that command.

Community Blessings

Communal Aid (minor): At 2nd level, you can touch a friendly creature and grant it the blessing of community. For the next minute, that creature can take the Help action as a bonus action.


Fight as One (major): At 9th level, you can rally your allies to fight together. For 1 minute, whenever you make a successful melee or ranged attack against a hostile creature, friendly creatures within 10 feet of you gain advantage on attacks of the same type you made against that hostile creature — melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack.

Curse Blessings

Hexing Attack (minor): At 2nd level, you can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. The struck target must succeed at a Wisdom saving throw or have disadvantage on attack rolls, saving throws, skill checks, or ability checks (your choice) for 1 minute.


Retributive Curse (major): At 9th level, as a reaction, you can inflict a curse on any adjacent creature that scores a critical hit against you. The creature must succeed at a Wisdom saving throw or be cursed. Select one of the following effects:

  • The creature takes a –2 penalty to one ability score of your choice (the ability cannot be reduced below 1)
  • The creature has disadvantage on attack rolls, saving throws, ability checks, and skill checks.
  • each turn, the target has a 25% chance of taking no action (otherwise, it acts normally).

This curse lasts for 1 hour. A creature can be subjected to only one instance of retributive curse at a time. This otherwise functions as bestow curse.

Darkness Blessing

Enshrouding Darkness (minor): At 2nd level, you can touch a friendly creature and bestow a darkness blessing. For 1 minute, that creature becomes enshrouded in shadows, granting it invisibility as per the spell. Creatures that are normally able to see in supernatural darkness ignore this invisibility.


Darkened Vision (major): At 9th level, you can place a shroud of darkness around the eyes of one hostile creature within 30 feet. That creature must succeed at a Charisma saving throw or be blinded for 1 minute (as blindness/deafness).

Death Blessings

From the Grave (minor): At 2nd level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain advantage on Intimidation checks, as well as on saving throws against disease, mind-affecting effects, paralysis, poison, and stunning effects.


Death's Touch (major): At 9th level, as an action, you can make a melee blessing attack against an opponent to deliver grim suffering. If you succeed, you reduce the attacked creatures maximum hit points by 2d8. Alternatively, you can replace one of your attack during the Attack action with a use of this blessing. A creature reduced to 0 maximum hit points dies instantly.

Destruction Blessings

Destructive Attacks (minor): At 2nd level, you can touch a friendly creature and bless it with the power of destruction. For 1 minute, that creature gains a bonus on weapon damage rolls equal to half your level (minimum 1).


Heart of Carnage (major): At 9th level, you can touch a friendly creature and bless it with even greater destructive power. For 1 minute, if that creature scores a critical hit, it rolls damage dice three times.

Earth Blessings

Acid Strike (minor): At 2nd level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike.


Armor of Earth (major): At 9th level, you can touch a friendly creature and harden its armor or clothing. For 1 minute, that creature gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Fire Blessings

Fire Strike (minor): At 2nd level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit.


Armor of Flame (major): At 9th level, you can touch an ally to wreath it in flames. This works as fire shield spell (warm shield only) with a duration of 1 minute.

Glory Blessings

Glorious Presence (minor): At 2nd level, you can touch a friendly creature and grant it a glorious blessing. For 1 minute, that creature becomes mesmerizing to her foes. This functions as sanctuary spell, except if the creature attacks a hostile creature, this effect ends with respect to only that opponent.


Demoralizing Glory (major): At 9th level, when you successfully damage a hostile creature with a melee attack or attack spell, as a bonus action you can attempt to frighten that creature. That creature must succeed on a Charisma saving throw or be frightened of you for 1 minute.

Healing Blessings

Powerful Healer (minor): At 2nd level, you can add power to a healing spell as you or an ally casts it. As a reaction to a spell that heals hit points being cast within 30 feet of you, you can add your level to the hit points healed.


Paragon of Vitality(major): At 9th level, you can touch a friendly creature and grant it the benefits of the aura of life spell for 1 minute. This spell does not require concentration.

Knowledge Blessings

Lore Keeper (minor): At 2nd level, you can touch a creature to learn about its abilities and weaknesses. With a successful melee blessing attack, you gain information as if your result on the appropriate skill check were equal to 10 + your warpriest level + your Wisdom modifier.


Monster Slayer (major): At 9th level, when you succeed at a Knowledge check against an opponent to learn about its abilities or weaknesses (or succeed at a melee blessing attack using the lore keeper blessing, above), you can as a reaction gain advantage bonus on attacks, saving throws, and ability and skill checks, as well as to your AC against that creature. This effect lasts for 1 minute.

Luck Blessings

Lucky Presence (minor): At 2nd level, you can touch a friendly creature and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check with advantage. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.


Unlucky Enemy (major): At 9th level, as a reaction you can force an adjacent hostile creature to reroll an attack, saving throw, or skill or ability check it just attempted; it must take the lower of the two rolls.

Magic Blessings

Hand of the Acolyte (minor): At 2nd level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single blessing attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal).


Blessed Magic (major): At 9th level, you can cast any cleric spell of 4th level or lower. The spell must have a casting time of 1 action. Use your blessing attack modifier or save DC if one is needed.

Nobility Blessings

Inspiring Word (minor): At 9nd level, as an action you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature Inspiration. This effect lasts for 1 minute, and if the Inspiration is not used, it is lost.


Lead by Example (major): At 9th level, as a bonus action you can inspire your allies to follow your lead. If the following action on your turn is an attack roll or skill check, all friendly creatures within 30 feet who take the same action against the same foe or obstacle on their next turn gain advantage on that roll.

Plant Blessings

Creeping Vines (minor): At 2nd level, upon hitting with a melee attack, as a bonus action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, forcing the creature to succeed at a Dexterity saving throw or be restrained for 1 minute. A creature can attempt this saving throw again at the end of each of it's turns, ending the blessing on a success.


Battle Companion (major): At 9th level, you can summon a battle companion. This ability functions as the summon fey spell, with a duration of 1 minute. The fey spirit summoned takes the form of any plant. This spell does not require concentration, but you can only have one fey spirit summoned by it at a time.

Protection Blessings

Increased Defense (minor): At 2nd level, as a bonus action you can gain a +1 bonus on saving throws and a +1 bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.


Aura of Protection (major): At 9th level, you can emit a 30-foot aura of protection for 1 minute. You and friendly creatures within this aura gain resistance against acid, cold, fire, lightning and thunder damage.

Shadow Blessing

Flicker of Shadows (minor): At 2nd level, you can cause a weapon you touch to warp and become insubstantial for a split second before an attack. The first attack made with this weapon each round ignores any bonus to Armor Class other than from worn armor, as well as bonuses from cover. Total cover still provides a creature its full benefit. This effect lasts for 1 minute.


Swift as Shadow (major): At 9th level, you can spend a bonus action to empower yourself or a friendly creature within 30 feet to move over the ground as easily as its shadow. The subject’s walking speed increases by 10 feet and it takes no movement penalties for darkness, difficult terrain, or slickness. The creature can safely move over areas of ice and even those affected by a grease spell. When a creature affected by this ability hits with an attack, that attack deals an amount of additional cold damage equal to your level.

Strength Blessings

Strength Surge (minor): At 2nd level, as a bonus action you can focus your own strength. You gain a bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, Strength-based skills, and Strength checks for 1 round.


Strength of Will (major): At 9th level, as a bonus action you can ignore the movement penalties caused by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become restrained, stunned, or paralyzed.

Sun Blessings

Blinding Strike (minor): At 2nd level, as a reaction, you can create a flash of sunlight in the eyes of a hostile creature you have hit with a melee attack. The target is blinded for 1 round. If it succeeds at a Dexterity saving throw, it us unaffected. Creatures with light sensitivity have disadvantage on this saving throw. Sightless creatures are unaffected by this ability.


Cleansing Fire (major): At 9th level, you can touch a weapon and grant it the ability to deal an extra 2d6 radiant damage on a hit for 1 minute.

Travel Blessings

Agile Feet (minor): At 2nd level, as a bonus action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.


Dimensional Hop (major): At 9th level, you can teleport up to 20 feet as a bonus action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must be able to see your destination. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional person this distance costs 1 more use.)

Trickery Blessings

Double (minor): At 2nd level, as a bonus action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn’t stack with the additional images from the mirror image spell.


Greater Invisibility (major): At 9th level, as a bonus action you can become invisible for 1 round (as greater invisibility).

War Blessings

War Mind (minor): At 2nd level, you can touch an a friendly creature and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses:

  • +10 feet to walking speed
  • +1 bonus to AC
  • +1 bonus on attack rolls
  • +1 bonus on saving throws.

Each bonus selected lasts for 1 round.


Battle Lust (major): At 9th level, you can touch a friendly creature and grant it a thirst for battle. The creature gains the benefits of the Boon of Combat Prowess for 1 minute.

Water Blessings

Ice Strike (minor): At 2nd level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike.


Armor of Ice (major): At 9th level, you can touch any one ally and wreath it in freezing mist. This works as fire shield (chill shield only) with a duration 1 minute.

Weather Blessings

Storm Strike (minor): At 2nd level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit.


Wind Barrier (major): At 9th level, you can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks.

Warpriest Cloisters

Every cloister teaches the warpriests in its membership their own unique tenets, magical tricks, and divine powers.

This is a short list of some of the many warpriest cloisters active in the multiverse.


Cloister of the Champion

These Champions of the faith are crusaders who use the power of their divine patron to annihilate the faith’s enemies. They are similar to divine paragons in many ways, but tend to focus more on their deity’s combat prowess rather than seeking to become a physical manifestation of the deity’s will.

Bonus Proficiencies

Beginning at 2nd level when you select this cloister, you gain proficiency with shields and martial weapons.

Channel Energy: Divine Wrath

Also at 2nd level, you can channel your deity's energy into powerful strikes. Whenever you deal weapon damage to a creature, you may expend any number of Channel Energy dice, up to your proficiency bonus, to roll as radiant damage as part of the attack.

Additional Blessings: War

Additionally at 2nd level, you gain the War Blessings as a bonus Blessing. This does not count against your total number of Blessings.

Know the Infidel

At 6th level, your deity allows you to sense evil and good alike in creatures around you. You can cast detect evil and good at will. Additionally, you can cast protection from evil and good using this feature. Once you do so, you must complete a long or short rest before you can do so again.

Fervor: Blade of Rightousness

Beginning at 10th level, you gain the following additional options when using your Fervor feature;

  • Your Sacred Weapon ignores resistances to any damage type it deals.
  • Your Sacred Weapon gains the thrown (20/40) quality.

Fervent Boon

At 14th level, you can beseech your deity to cast one of the following spells on your behalf; mass heal, sunburst, resurrection, planar ally. Roll a d20, and if the result is equal to or lower than your warpriest level, your deity casts the spell at 9th level for you, in the most helpful way it can. Once you have successfully used this feature, you cannot use it again for 7 days.

Obedient Champion

At 19th level, your connection with your deity is so absolute that you gain a powerful boon. Choose one Epic Boon associated with your deity, with the DM's approval. You gain that boon.

Cloister of the Commander

Some warpriests are called to lead great armies and face legions of foes. These divine commanders live for war and fight for glory. Their hearts quicken at battle cries, and they charge forth with their deity’s symbol held high. These leaders of armies do so to promote the agenda of their faith, and lead armies of devoted followers willing to give their lives for the cause.

Bonus Proficiency

Beginning at 2nd level, you gain proficiency with the Persuasion skill. If you are already proficient with this skill, you may add double your proficiency bonus to Persuasion skill checks.

Mounted Leader

Also at 2nd level, you have learned riding skills to lead your armies from the saddle. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.


Mass Battle: In a mass battle, due to your great speed, you can use a Leader Action for two units on a combat turn.


Mass Battle Rules

Some of the Commander's features have optional sections that refer to my mass battle rules, which will be linked here once it is posted.

Bonus Blessings: Nobility

Additionally at 2nd level, you gain the Nobility Blessings as a bonus Blessing. This does not count against your total number of Blessings.

Battle Tactician

Beginning at 6th level, whenever you take the Help action, you may use one of your Blessings on the creature you are helping as part of that action.


Mass Battle: You can command three additional units in mass combat.

Bless Army

At 10th level, your blessings are widespread and potent. Whenever you use a Blessing that targets a single friendly creature, you can instead target up to your Charisma modifier in friendly creatures.


Mass Battle: You may use Blessings as Leader Actions, which grant a 10 + Proficiency Bonus + Wisdom modifier bonus to Skirmish rolls.

Fervor: Leader's Boon

Beginning at 14th level, you gain the following additional option when using your Fervor feature;

  • Your Sacred Armor heals all friendly creatures within 5 feet by your level in hit points at the end of your turn.

Greater Battle Tactician

At 19th level, your skill in leading armies is legendary. You can take the Help action as a bonus action, and may target any friendly creature you can see with it.


Mass Battle: Once per battle, you may have any unit win a Skirmish without needing to roll, as a Leader Action

Cloister of the Sacred Fist

Unlike many warpriests, sacred fists leave behind armor and shield and instead rely on their fists and whatever protection their deity bestows on them.

War-Monk Training

At 2nd level, you gain proficiency with unarmed strikes, and you may nominate your fists as your Sacred Weapon.

Channel Energy: Sacred Maneuvers

Also at 2nd level, as a bonus action you can expend one of your Channel Energy dice to perform one of the following actions;

  • You can Disengage and then move up to your speed.
  • You can make an unarmed strike, and add the expended Channel Energy dice to the damage if that unarmed strike hits.

Additional Blessings: Strength

Additionally at 2nd level, you gain the Strength Blessings as a bonus Blessing. This does not count against your total number of Blessings.

Unarmored Movement

Starting at 6th level, whenever you are not wearing armor, all of your speeds increase by 15 feet.

Sacred Fist Armor Training

Also at 6th level, you no longer have a maximum Dexterity bonus to AC when wearing light or medium armor.

Fervor: Hands of Faith

At 10th level, you gain the following additional option when using your Fervor feature;

  • You can cast steel wind strike.

Blessed Fortitude

At 14th level, you may add your Wisdom modifier to any saving throw you are not proficient in.

Endless Vigor

At 19th level, if you have no Channel Energy dice available when you roll initiative, you gain 3 Channel Energy Dice.

 

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