
The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. These spells are cast as any other spell, but aren’t expended when cast and can be used again. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells.

Warpriests meditate or pray for their spells.

In addition, he receives bonus spells per day if he had a high Wisdom score. His base daily spell allotment is given on Table Warpriest. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. A warpriest must choose and prepare his spells in advance.Ī warpriest’s highest level of spells is 6th. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs see the Chaotic, Evil, Good, and Lawful Spells section. Spell Casting (Divine)Ī warpriest casts divine spells drawn from the cleric spell list. If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. Weapon and Armor ProficienciesĪ warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). The following are the class features of the warpriest. See the sacred weapon class feature for Small and Large warpriests. * The values shown are for Medium warpriests. Table: Warpriest LevelĪura, blessings (minor), focus weapon, orisons, sacred weaponĪspect of war, fervor 7d6, sacred weapon +5 The warpriest’s class skills are Climb ( Str), Craft ( Int), Diplomacy ( Cha), Handle Animal ( Cha), Heal ( Wis), Intimidate ( Cha), Knowledge (engineering) ( Int), Knowledge (religion) ( Int), Profession ( Wis), Ride ( Dex), Sense Motive ( Wis), Spellcraft ( Int), Survival ( Wis), and Swim ( Str). Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Role: Warpriests can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.Īlignment: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis. In many faiths, warpriests form the core of the church’s martial forces-reclaiming lost relics, rescuing captured clergy, and defending the church’s tenets from all challenges. While clerics might be subtle and use diplomacy to accomplish their aims, warpriests aren’t above using violence whenever the situation warrants it. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs.

Capable of calling upon the power of the gods in the form of blessings and spells, warpriests blend divine magic with martial skill.
