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The Essentials Cleric
The warpriest is a cleric that specializes in melee combat. This class uses Wisdom for all of its attacks and focuses on weapon use rather than implements. The warpriest is proficient with chainmail and light and heavy shields. Most importantly, a warpriest chooses a domain that’s tied to the god that he or she follows. That domain shapes the warpriest’s at-will and encounter attack powers while also providing a number of thematic class features. A warpriest can still pick and choose from the wider body of cleric powers, but the class gains a few benefits when using thematically appropriate encounter powers.
Cleric
Divine Leader: You lead by healing and shielding allies with your prayers, and by drawing on divine power to improve your allies’ attacks. Your high Armor Class and effective weapon attacks let you lean toward defender as a secondary role.
Why This Is the Class for You: You like playing a character who fights in the thick of combat while wielding magic and healing allies.
The gods are a powerful force in the fantasy world of the Dungeons & Dragons game, but they do have their limits. In the earliest days of creation, during a conflict known as the Dawn War, all the gods fought the powerful beings known as the primordials for control of the world. In the aftermath of their ancient wars, the gods were prevented from directly manifesting in the world for extended periods of time. Now they war among themselves, with good deities opposing the endless schemes of their evil counterparts. In the world, they wage their struggles and spread their influence through mortal followers who draw on their divine power.
Clerics are battle leaders invested with divine power. A cleric might be a humble servant of a god or a divine enforcer, protecting what is sacred, questing for holy artifacts, and pursuing adventure in order to spread the tenets of his or her god.
The common folk look to the gods for guidance and aid, and each cleric is expected to act as a deity’s emissary in the world. A cleric might lack a fighter’s skill at arms or a wizard’s ability to call down the deadliest spells. However, some of the greatest deeds accomplished by mortals have been inspired by a cleric’s drive, vision, and ability to turn a fractious group of adventurers into heroes. The type of cleric you can create with this book is the warpriest.
Warpriest
Key Abilities: Wisdom, Constitution
Warpriests use a combination of religious dedication and keen insight to access the divine magic granted by the gods they serve. Using that magic to back up impressive martial ability, warpriests serve as the shield of their faith. Warpriests protect the innocent from marauding monsters and lead adventuring expeditions into the dark unknown. They are drawn to the borderlands between the scattered settlements of civilization and the realms of chaos. There, they attend the spiritual and military needs of the population.
Warpriests occupy the middle ground between the wizard and the fighter. They are trained to use weapons and armor, but it is their induction into the mysteries of divine magic that makes them unique. A warpriest can smash an orc with a mace one moment and unleash divine power to smite a vampire the next. The power of weapons and the might of magic meet in the divine mandate of the warpriest.
Domain and Deity
Clerics derive their power from the gods, and choosing which deity your character follows is an important first step when creating a warpriest. The deity your character follows helps to shape the powers you wield and your place in the world.
A domain is a sphere of power that specific deities control. No god is powerful enough to claim the entirety of creation. Instead, each deity watches over a specific portion of the world and the activities of its people. As warrior clerics, warpriests have an affinity for deities associated with domains that provide the power and might needed to drive back the forces of evil. Two such domains—storm and sun—are summarized below. Each domain mentions specific deities that are tied to it. Your Dungeon Master might also have other gods you can choose from that are specific to the campaign world.
Before you choose a domain, think about the kind of warpriest you want to play. Clerics of the storm domain believe in taking the fight to the enemy. They focus on destructive attacks that set up a clear path for their allies’ assault. The powers offered by the storm domain leave creatures broken and vulnerable against the next attacks they face. Clerics of the sun domain use their power primarily to shield their allies from enemy attacks. Such clerics might use magic to wrap their allies in protective wards or to incapacitate their foes, leaving them unable to attack.
CLASS TRAITS
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield, heavy shield
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Holy symbols
Class Skills: Arcana (Int), Diplomacy
(Cha), Heal (Wis), History (Int), Insight
(Wis), Religion (Int)
Heroic Warpriest
In the heroic tier, your abilities as a warpriest focus on directing the magic offered by your domain. You learn to call down new effects as your mastery increases.
Warpriest Heroic Tier
Total XP Level Feats
Known Class Features and Powers
0 1 1 Healing word
Domain features
Channel divinity powers
Daily power
1,000 2 1 Utility power
2,250 3 — Domain encounter power
3,750 4 1 Ability score increase
Holy cleansing
5,500 5 — Domain feature
Daily power
7,500 6 1 Utility power
10,000 7 — Domain encounter power
13,000 8 1 Ability score increase
Resurrection
16,500 9 — Daily power
20,500 10 1 Domain feature
Utility power
Level 1: Healing Word
Healing word allows you to invigorate and restore your allies using the power of divine magic. As you gain levels, you can restore more hit points with each use.
Healing word is a close burst, but it affects only one creature. You can use this power without provoking opportunity attacks, but remember that you must still be within range of the ally who needs healing.
Benefit: You gain the healing word power.
Healing Word> Cleric Utility
You whisper a brief prayer as divine light washes over your ally, mending wounds and soothing the spirit.
Encounter (Special) Divine, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Level 1: Domain Features
When you choose a domain, you establish a path for your warpriest that grants you distinctive abilities. You are a cleric of the storm or a cleric of the sun, forever binding yourself to the faith that grants you your power.
Benefit: You gain benefits associated with your domain, which include special features plus two at-will attack powers, one utility power, and one encounter attack power. See page 109 for the storm domain benefits and page 115 for the sun domain benefits.
Level 1: Channel Divinity Powers
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity.
Benefit: You gain the smite undead power plus a channel divinity power associated with your domain (storm, page 109, or sun, page 115). You can use only one channel divinity power per encounter.
Smite Undead
The gods created life, and most deities view undead creatures as abominations that must be destroyed. As a warpriest, you lead the fight against such creatures, scouring them with the divine energy you channel through your weapon attacks.
Smite Undead Cleric Attack
You scorch an undead foe with your weapon, driving it back and then binding it in place.
Encounter (Special) Channel Divinity, Divine, Radiant, Weapon
Standard ActionMelee weapon
Target: One undead creature
Attack: Wisdom vs. Will
Hit: 2[w] + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn.
Level 11: 3[w] + Wisdom modifier radiant damage.
Level 21: 4[w] + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can use only one channel divinity power per encounter.