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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709514" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p><span style="font-size: 12px"><strong>Features</strong></span></p><p></p><p><span style="color: #0000ff">Hitpoints</span>: 12+con (+5/lvl) </p><p><span style="color: #0000ff">Surges</span>: 7+con mod (con is almost always your secondary stat)</p><p>Armor Proficiencies: Cloth, leather, hide, chain. heavy shield</p><p><strong><span style="color: #800080">Weapon</span>/<span style="color: #0000ff">implement</span> Proficiencies:</strong> Simple melee and ranged weapons, Holy Symbols. Clerics are one of the few melee classes that can stick with a simple weapon like a mace, but depending on build you probably want to upgrade to a +3 proficiency weapon. Most builds will stick with 1-H and shield.</p><p>Bonus: +1 will and +1 Fortitude</p><p></p><p><span style="color: #00ccff"><strong>Healing Word</strong></span></p><p>This is a solid minor action healing power. Each domain gets different tricks revolving around it as they level, which makes it one of the best healing options in the game. You get a boost to it at levels 1, 5 10, and if you go devout warpriest for your paragon path, then at 16.</p><p></p><p><span style="color: #0000ff"><strong>Channel Divinity</strong></span></p><p>Not as good as a lot of other divine classes since you are a bit more limited in what yours potentially does because you are usually tied to a specific domain. All warpriests get <span style="color: #0000ff"><strong>smite undead</strong></span>, a good single target weapon power vs undead, and one channel divinity that comes with their domain at level 1.</p><p> </p><p><strong>Other Powers</strong></p><p>Warpriests all get a utility power at level 1 based on their domain, but most of these don't do that much. You also get Holy Clensing at level 4 and a free daily ally ressurection at level 8. </p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Stats</strong></span></p><p></p><p>Recommendations are post racial boost.</p><p></p><p><span style="color: #800080"><strong>Strength</strong></span> You only need this for upgrading to scale and a few other feats. If you keep track of weight you want this a 10+. Otherwise 8-13 depending on feat needs.</p><p></p><p><strong><span style="color: #0000ff">Constitution </span></strong>This should be your second highest stat. Some builds need it as high as 18 post racial. 16 is usually good enough however. (Corellon and Oghma can pick a different secondary stat if they really want to because Corellon only has one feature that potentially uses con and Oghma doesn't have con riders, but can exploit dizzying mace which needs a high con) 16-18.</p><p></p><p><span style="color: #800080"><strong>Dexterity </strong></span>Helps with reflex and some feat prereqs. Helps initiative too, but you are probably going to want a wisdom for initiative feat at some point. 10-13 </p><p></p><p><span style="color: #800080"><strong>Intelligence </strong></span>Helps your skills and reflex. Only reason to put points into it is if you get a racial boost anyways to boost your reflex or if you need it for a wierd build like a Correlon or Earth mc artificer build. 8-10 otherwise.</p><p></p><p><span style="color: #00ccff"><strong>Wisdom </strong></span>Your main stat. A few builds have mostly autoeffect powers, but you should be shooting for a post racial 18 most of the time. 18-20.</p><p></p><p><strong>Charisma </strong>A few utilities and dailies have riders based on this and some might want a 13 for multiclassing warlock. But this can be your dump stat too. 8-13.</p><p> </p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Races</strong></span></p><p></p><p><strong><span style="color: #00ccff">Top tier</span></strong></p><p></p><p>These either have wis/con or wis and something else really useful.</p><p></p><p><strong>great!</strong></p><p>[sblock]</p><p>Deva: Best Sun and Selune Race because of radiant recovery. Wisdom bonus too.</p><p></p><p>Dwarf: Great feat support, second wind as minor and good stats.</p><p></p><p>Half-Elf: Dilletante! And good stats.</p><p></p><p>Human: No secondary stat, but you get an extra feat and pick up another cleric at will like sacred</p><p>flame or sonnlinor's hammer. Also good paragon path in adroit explorer.</p><p></p><p>Mul: About equal to the dwarf and you can get dwarf or human feats.</p><p></p><p>Svirfneblin: Good stats and racial features. Only downside is small, which is not that good for warpriests, but not a big deal if you use a rapier or singing stick. If you get mass marking somehow it has a very good racial feat that synergizes with that.</p><p></p><p>Wilden: Another wis/con race with decent racial powers. Not much for feats.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff"><strong>Good Choices</strong></span></p><p></p><p>These all at least have a wisdom bonus. Getting a different secondary stat like dex or strength can still be useful for things like feat prereqs.</p><p></p><p><strong>good</strong></p><p>[sblock]</p><p>Elf: Wis bonus and the reroll and other racial features are nice. One of the better Corellon races because you get a longbow if you want to go with a dex/wis bow build.</p><p></p><p>Drow: Wis bonus and good racial features. Not a bad choice for Oghma or Death controllerish builds.</p><p></p><p>Goblin: Wis/dex. Goblin Tactics is great. Only downside is small, which is not that good for warpriests, but not a big deal if you use a rapier or singing stick. </p><p></p><p>Hamadryad: Good racial features and the power feyborn majesty is decent. Not much else</p><p></p><p>Hengoyokai: Wisdom bonus, but the racial features are not that practical and no support.</p><p></p><p>Kalashtar: They have a decent racial path for sun domain with lightwalker.</p><p></p><p>Longtooth Shifter: Good racial power at least. Not much else.</p><p></p><p>Razorclaw Shifter: Ok racial power. Not much else.</p><p></p><p>Shadar Kai: A couple of good racial feats for warpriests</p><p></p><p>Thri Kreen: Overall a very solid race. Fast and with some support.</p><p></p><p>Githzerai: Good features and support with some good feats and ok path choices.</p><p></p><p>Shardmind: Decent features and path support.</p><p></p><p>Goliath: Good racial features and some decent feats. Unfortunately you probably want to stick with 1-H weapons. But if you want to go with a build like a strom warpriest with a spear this is an ok choice. Half-giant thug and goliath juggernaut are decent paths.</p><p></p><p>Minotaur: Ferocity (you will want melee training for sure) and the extra surge are nice, but goring charge just isn't that good and the paths are not that good. A few good feats like bloodied ferocity and mythic senses and vigilant recovery is decent.</p><p>[/sblock]</p><p></p><p><strong>Decent Choices</strong></p><p></p><p>These all at least have a con bonus and something else useful:</p><p></p><p><strong>meh</strong></p><p>[sblock]</p><p>Dragonborn: Con gives you lots of racial synergy. Plus some good paths (mithral arm, scion of arkhosia, adamant instructor, stormdragon, & inner dragon) and plenty of great feats.</p><p></p><p>Halfling: Hard to get hit. Some decent feats. Better for templar though since they like two handed weapons.</p><p></p><p>Halforc: Good base features and some decent feats.</p><p></p><p>Hobgoblin: Very good racial features and decent support. Benefits from using a shield.</p><p></p><p>Genasi: Good feat support. </p><p></p><p>Kobold (DSH) Con/cha or dex boost and decent racial features. No longer quite as shifty as they were, but even an encounter minor action group shift is a good addition for most clerics. Small</p><p></p><p>Revenant: Lots of feats and you can poach from another race.</p><p></p><p>Satyr: I love the racial power and flavor. Too bad not much for feats or paths.</p><p></p><p>Tiefling: A couple good paragon paths and tons of feats, though warpriests don't really do fire. Domination domain works well with hellfire blood, as does hellfire arcanist.</p><p></p><p>Warforged: A couple good feats like warforged faith and warforged tactics.</p><p>[/sblock] </p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Domain Differences</strong></span></p><p></p><p>Here is a quick summary of the different domains:</p><p></p><p><strong>Corellon:</strong> It is focused on having radiant and force powers you can use either ranged or melee so a thrown weapon is a good option and this is the only warpriest so far that is effective with only a ranged weapon. It also has some good movement for both you and your allies and by default is probably the most mobile leader build out there. Only has ok default powers otherwise. The obvious optimization routes are focusing on radiant or cold damage and boosting the free teleports you get at level 10. Out of all the warpriest builds it gets by far the least out of a high con so if you want to play a race without a con bonus like an elf you won't miss the lack of a con bonus.</p><p></p><p><strong>Death:</strong> It is focused on automatic damage and is the only one that uses an implement for its at will and encounter powers. It has good at wills, but several of its encounter powers are pretty bad even though they autohit and should be power swapped out for invoker, avenger, or similar powers as soon as possible and you should look at reserve manuever in paragon too. If you swap out those powers it has some pretty good class features and devout warpriest features if you like autodamage and damage boosts. It can be built into a solid front line psychic lock controller build.</p><p></p><p><strong>Domination</strong>: A focus on pushing, proning and intimidation. It has a lot of psychic and fear powers to expolit and if I wanted to do an off striker warpriest this would be my first choice. Very good at wills with both a proning attack that can be used on a charge and a push attack that targets will, pushes, and lets an ally shift. Fairly good encounter powers overall and a good devout warpriest features and powers. It also is good at ally shifts and generates some temp hitpoints.</p><p></p><p><strong>Earth:</strong> You can get a lot of damage resitance with this domain, especially if you go with the devout warpriest path, and it has a good bit of pushing and proning along with some AC boosting. And you tend to target fortitude with weapon powers so you will normally be fairly accurate. You get to slide with healing word starting at 5 which is useful and your enemies will be granting CA when you hit them with encounter powers starting at 10. Its a bit boring, but will toughen up your party.</p><p></p><p><strong>Oghma:</strong> It starts out ok, but I think its the most effective overall of the warpriests once you get to mid paragon. You focus on dazing and psychic powers so you can debuff very well. You need to go devout warpriest, end of discussion. It makes one of your at wills immobilize and your healing word grants basic attacks for free at level 16. Obvious optimization route is to mc fighter for dizzying mace and maxing the number of healing words you get through gamblers word/unforgettable cudgel and supreme healer. And throw in psychic lock at some point. Only need con for dizzying mace, not for other riders.</p><p></p><p><strong>Selune: </strong>Has a lot of defense boosting options and your attacks tend to do cold and radiant damage, which is a good combination. Decent damage resistance and temp hitpoint generation. About the only cleric build where you should do both cold and radiant optimization, although you will be doing less cold damage later on. Devout warpriest gives you at will save granting so that is a good option if mark of healing is not available.</p><p></p><p><strong>Storm:</strong> Starting out it is the most damage focused build and has good ally movement enabling. Focus on thunder and lightning powers. Simple and effective. I would strongly consider mark of storm and flail expertise with a tripple headed flail or else get a spear for polearm momentum. One of the few warpriest builds I would consider using a two handed weapon since I think the spear and polearm feats could be worth it with a greatspear. Trident through a background or tratnyr with a feat could also work.</p><p></p><p><strong>Sun:</strong> The best healing/save granting warpriest build and probably the easiest to play as well. Its powers do radiant damage and you should have more than enough save granting that you won't need mark of healing. Its encounter powers get to be a bit repetetive and I would switch out one through reserve manuever or a power swap. I would go with a radiant themed paragon path like morninglord or radiant servant instead of devout warpriest. Obvious optimization route is to focus on radiant damage boosts and buffs that trigger off dealing radiant damage and boosting the effectiveness of the saves you grant.</p><p></p><p><strong>Torm: </strong>These do a little bit of everything. They have decent defensive at wills and healing word can teleport and shift allies and potentially grant saves. Their encounter powers do everything from grant temp hit points, blind, prone, let allies spend surges, let you shift, and at level 27 grants every one in the party a free action charge or BA. Probably the hardest warpriest to get bored with over time and they have probably the best leader encounter power in the game with valourous charge. I would probably only take devout warpriest if you don't take mark of healing.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="font-size: 12px"><strong><strong>My Quick Ranking of The Domains</strong></strong></span></p><p></p><p>This can vary by what you do with it, but from top to bottom is a quick ranking. You can make any of the builds into a good PC with enough work, but the more you need to work on wierd tricks and power swaps the lower the rank. And having a good option in Devout Warpriest helps a lot,</p><p></p><p><strong>Top:</strong></p><p></p><p>Oghma: This depends on what tier you are at, but this is the domain with the most obvious potential once you hit paragon. It has a good debuffing option with dizzying mace, the best enabling of any cleric starting at level 16, and is the best at knowledge skills from level 1. Doesn't really need to do power swaps much either, though reserve manuever is good to take in paragon.</p><p></p><p><strong>Pretty Good:</strong></p><p></p><p>All three of these have good ally movement enabling for a cleric and have some good ways to boost party DPR. They have fairly good devout warpriest options as well. Storm probably wants to switch out an encounter power, but Domination and Torm don't really have to as much as other warpriests.</p><p></p><p>Domination: Best off striker potential and good at will powers powers. Good devout warpriest options too.</p><p></p><p>Storm: Good mobility and damage boosting options and if you want to do a charge package the one I would go with.</p><p></p><p>Torm: Least need to switch out powers of any domain and a good variety of powers with a decent amount of movement enabling.</p><p></p><p><strong>Good:</strong></p><p></p><p>These three mainly suffer in being reactive instead of proactive compared to the others and you need to switch out at least one encounter power.</p><p></p><p>Selune: Decent defensive powers and options along with some CD radiant vulnerability starting at level one. Lots of good stuff, but nothing jumps out as great. Good devout warpriest option that is useful for when no mark of healing is an option.</p><p></p><p>Sun: By default its useful and good at wills and best default save granting of any leader build, but very repetetive powers and the Devout Warpriest option is not good.</p><p></p><p>Earth: Main thing it has going for it is very good defensive bonuses, a good devout warpriest option and weapon vs Fort powers.</p><p></p><p><strong>Salvagable</strong></p><p></p><p>These mainly suffer from multiple bad encounter powers and features that don't help with being a leader.</p><p></p><p>Death: You should power swap 2 out of 3 encounter powers. Not a good start, but the rest of the build is salvagable through wise multiclassing since you have good at wills, devout warpriest features, and decent class features. You have to work to save it, but can be an effective frontline psychic controller build if you do it right.</p><p></p><p>Corellon: Its unique at least in that you are very mobile for a leader, can attack at either range or melee with all your attacks, and the only one where you can truly dump con if you want to for some reason. Some of the encounter powers stink, devout warpriest is not very good, and the at wills are not that great for a leader. It feels the least leadery of all the builds and more of a stand alone PC, which I don't like. Net builds, teleporting boosts, artificer/spell commander, and radiant tricks are about your only good choices, but its not possible to get all those going at once.</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709514, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [Size=3][b]Features[/b][/size] [COLOR=#0000ff]Hitpoints[/COLOR]: 12+con (+5/lvl) [COLOR=#0000ff]Surges[/COLOR]: 7+con mod (con is almost always your secondary stat) Armor Proficiencies: Cloth, leather, hide, chain. heavy shield [b][COLOR=#800080]Weapon[/COLOR]/[COLOR=#0000ff]implement[/COLOR] Proficiencies:[/b] Simple melee and ranged weapons, Holy Symbols. Clerics are one of the few melee classes that can stick with a simple weapon like a mace, but depending on build you probably want to upgrade to a +3 proficiency weapon. Most builds will stick with 1-H and shield. Bonus: +1 will and +1 Fortitude [COLOR=#00ccff][b]Healing Word[/b][/COLOR] This is a solid minor action healing power. Each domain gets different tricks revolving around it as they level, which makes it one of the best healing options in the game. You get a boost to it at levels 1, 5 10, and if you go devout warpriest for your paragon path, then at 16. [COLOR=#0000ff][b]Channel Divinity[/b][/COLOR] Not as good as a lot of other divine classes since you are a bit more limited in what yours potentially does because you are usually tied to a specific domain. All warpriests get [COLOR=#0000ff][b]smite undead[/b][/COLOR], a good single target weapon power vs undead, and one channel divinity that comes with their domain at level 1. [b]Other Powers[/b] Warpriests all get a utility power at level 1 based on their domain, but most of these don't do that much. You also get Holy Clensing at level 4 and a free daily ally ressurection at level 8. [Size=3][b]Stats[/b][/size] Recommendations are post racial boost. [COLOR=#800080][b]Strength[/b][/COLOR] You only need this for upgrading to scale and a few other feats. If you keep track of weight you want this a 10+. Otherwise 8-13 depending on feat needs. [b][COLOR=#0000ff]Constitution [/COLOR][/b]This should be your second highest stat. Some builds need it as high as 18 post racial. 16 is usually good enough however. (Corellon and Oghma can pick a different secondary stat if they really want to because Corellon only has one feature that potentially uses con and Oghma doesn't have con riders, but can exploit dizzying mace which needs a high con) 16-18. [COLOR=#800080][b]Dexterity [/b][/COLOR]Helps with reflex and some feat prereqs. Helps initiative too, but you are probably going to want a wisdom for initiative feat at some point. 10-13 [COLOR=#800080][b]Intelligence [/b][/COLOR]Helps your skills and reflex. Only reason to put points into it is if you get a racial boost anyways to boost your reflex or if you need it for a wierd build like a Correlon or Earth mc artificer build. 8-10 otherwise. [COLOR=#00ccff][b]Wisdom [/b][/COLOR]Your main stat. A few builds have mostly autoeffect powers, but you should be shooting for a post racial 18 most of the time. 18-20. [b]Charisma [/b]A few utilities and dailies have riders based on this and some might want a 13 for multiclassing warlock. But this can be your dump stat too. 8-13. [Size=3][b]Races[/b][/size] [b][COLOR=#00ccff]Top tier[/COLOR][/b] These either have wis/con or wis and something else really useful. [b]great![/b] [sblock] Deva: Best Sun and Selune Race because of radiant recovery. Wisdom bonus too. Dwarf: Great feat support, second wind as minor and good stats. Half-Elf: Dilletante! And good stats. Human: No secondary stat, but you get an extra feat and pick up another cleric at will like sacred flame or sonnlinor's hammer. Also good paragon path in adroit explorer. Mul: About equal to the dwarf and you can get dwarf or human feats. Svirfneblin: Good stats and racial features. Only downside is small, which is not that good for warpriests, but not a big deal if you use a rapier or singing stick. If you get mass marking somehow it has a very good racial feat that synergizes with that. Wilden: Another wis/con race with decent racial powers. Not much for feats. [/sblock] [COLOR=#0000ff][b]Good Choices[/b][/COLOR] These all at least have a wisdom bonus. Getting a different secondary stat like dex or strength can still be useful for things like feat prereqs. [b]good[/b] [sblock] Elf: Wis bonus and the reroll and other racial features are nice. One of the better Corellon races because you get a longbow if you want to go with a dex/wis bow build. Drow: Wis bonus and good racial features. Not a bad choice for Oghma or Death controllerish builds. Goblin: Wis/dex. Goblin Tactics is great. Only downside is small, which is not that good for warpriests, but not a big deal if you use a rapier or singing stick. Hamadryad: Good racial features and the power feyborn majesty is decent. Not much else Hengoyokai: Wisdom bonus, but the racial features are not that practical and no support. Kalashtar: They have a decent racial path for sun domain with lightwalker. Longtooth Shifter: Good racial power at least. Not much else. Razorclaw Shifter: Ok racial power. Not much else. Shadar Kai: A couple of good racial feats for warpriests Thri Kreen: Overall a very solid race. Fast and with some support. Githzerai: Good features and support with some good feats and ok path choices. Shardmind: Decent features and path support. Goliath: Good racial features and some decent feats. Unfortunately you probably want to stick with 1-H weapons. But if you want to go with a build like a strom warpriest with a spear this is an ok choice. Half-giant thug and goliath juggernaut are decent paths. Minotaur: Ferocity (you will want melee training for sure) and the extra surge are nice, but goring charge just isn't that good and the paths are not that good. A few good feats like bloodied ferocity and mythic senses and vigilant recovery is decent. [/sblock] [b]Decent Choices[/b] These all at least have a con bonus and something else useful: [b]meh[/b] [sblock] Dragonborn: Con gives you lots of racial synergy. Plus some good paths (mithral arm, scion of arkhosia, adamant instructor, stormdragon, & inner dragon) and plenty of great feats. Halfling: Hard to get hit. Some decent feats. Better for templar though since they like two handed weapons. Halforc: Good base features and some decent feats. Hobgoblin: Very good racial features and decent support. Benefits from using a shield. Genasi: Good feat support. Kobold (DSH) Con/cha or dex boost and decent racial features. No longer quite as shifty as they were, but even an encounter minor action group shift is a good addition for most clerics. Small Revenant: Lots of feats and you can poach from another race. Satyr: I love the racial power and flavor. Too bad not much for feats or paths. Tiefling: A couple good paragon paths and tons of feats, though warpriests don't really do fire. Domination domain works well with hellfire blood, as does hellfire arcanist. Warforged: A couple good feats like warforged faith and warforged tactics. [/sblock] [Size=3][b]Domain Differences[/b][/size] Here is a quick summary of the different domains: [b]Corellon:[/b] It is focused on having radiant and force powers you can use either ranged or melee so a thrown weapon is a good option and this is the only warpriest so far that is effective with only a ranged weapon. It also has some good movement for both you and your allies and by default is probably the most mobile leader build out there. Only has ok default powers otherwise. The obvious optimization routes are focusing on radiant or cold damage and boosting the free teleports you get at level 10. Out of all the warpriest builds it gets by far the least out of a high con so if you want to play a race without a con bonus like an elf you won't miss the lack of a con bonus. [b]Death:[/b] It is focused on automatic damage and is the only one that uses an implement for its at will and encounter powers. It has good at wills, but several of its encounter powers are pretty bad even though they autohit and should be power swapped out for invoker, avenger, or similar powers as soon as possible and you should look at reserve manuever in paragon too. If you swap out those powers it has some pretty good class features and devout warpriest features if you like autodamage and damage boosts. It can be built into a solid front line psychic lock controller build. [b]Domination[/b]: A focus on pushing, proning and intimidation. It has a lot of psychic and fear powers to expolit and if I wanted to do an off striker warpriest this would be my first choice. Very good at wills with both a proning attack that can be used on a charge and a push attack that targets will, pushes, and lets an ally shift. Fairly good encounter powers overall and a good devout warpriest features and powers. It also is good at ally shifts and generates some temp hitpoints. [b]Earth:[/b] You can get a lot of damage resitance with this domain, especially if you go with the devout warpriest path, and it has a good bit of pushing and proning along with some AC boosting. And you tend to target fortitude with weapon powers so you will normally be fairly accurate. You get to slide with healing word starting at 5 which is useful and your enemies will be granting CA when you hit them with encounter powers starting at 10. Its a bit boring, but will toughen up your party. [b]Oghma:[/b] It starts out ok, but I think its the most effective overall of the warpriests once you get to mid paragon. You focus on dazing and psychic powers so you can debuff very well. You need to go devout warpriest, end of discussion. It makes one of your at wills immobilize and your healing word grants basic attacks for free at level 16. Obvious optimization route is to mc fighter for dizzying mace and maxing the number of healing words you get through gamblers word/unforgettable cudgel and supreme healer. And throw in psychic lock at some point. Only need con for dizzying mace, not for other riders. [b]Selune: [/b]Has a lot of defense boosting options and your attacks tend to do cold and radiant damage, which is a good combination. Decent damage resistance and temp hitpoint generation. About the only cleric build where you should do both cold and radiant optimization, although you will be doing less cold damage later on. Devout warpriest gives you at will save granting so that is a good option if mark of healing is not available. [b]Storm:[/b] Starting out it is the most damage focused build and has good ally movement enabling. Focus on thunder and lightning powers. Simple and effective. I would strongly consider mark of storm and flail expertise with a tripple headed flail or else get a spear for polearm momentum. One of the few warpriest builds I would consider using a two handed weapon since I think the spear and polearm feats could be worth it with a greatspear. Trident through a background or tratnyr with a feat could also work. [b]Sun:[/b] The best healing/save granting warpriest build and probably the easiest to play as well. Its powers do radiant damage and you should have more than enough save granting that you won't need mark of healing. Its encounter powers get to be a bit repetetive and I would switch out one through reserve manuever or a power swap. I would go with a radiant themed paragon path like morninglord or radiant servant instead of devout warpriest. Obvious optimization route is to focus on radiant damage boosts and buffs that trigger off dealing radiant damage and boosting the effectiveness of the saves you grant. [b]Torm: [/b]These do a little bit of everything. They have decent defensive at wills and healing word can teleport and shift allies and potentially grant saves. Their encounter powers do everything from grant temp hit points, blind, prone, let allies spend surges, let you shift, and at level 27 grants every one in the party a free action charge or BA. Probably the hardest warpriest to get bored with over time and they have probably the best leader encounter power in the game with valourous charge. I would probably only take devout warpriest if you don't take mark of healing. [Size=3][b][b]My Quick Ranking of The Domains[/b][/b][/size] This can vary by what you do with it, but from top to bottom is a quick ranking. You can make any of the builds into a good PC with enough work, but the more you need to work on wierd tricks and power swaps the lower the rank. And having a good option in Devout Warpriest helps a lot, [b]Top:[/b] Oghma: This depends on what tier you are at, but this is the domain with the most obvious potential once you hit paragon. It has a good debuffing option with dizzying mace, the best enabling of any cleric starting at level 16, and is the best at knowledge skills from level 1. Doesn't really need to do power swaps much either, though reserve manuever is good to take in paragon. [b]Pretty Good:[/b] All three of these have good ally movement enabling for a cleric and have some good ways to boost party DPR. They have fairly good devout warpriest options as well. Storm probably wants to switch out an encounter power, but Domination and Torm don't really have to as much as other warpriests. Domination: Best off striker potential and good at will powers powers. Good devout warpriest options too. Storm: Good mobility and damage boosting options and if you want to do a charge package the one I would go with. Torm: Least need to switch out powers of any domain and a good variety of powers with a decent amount of movement enabling. [b]Good:[/b] These three mainly suffer in being reactive instead of proactive compared to the others and you need to switch out at least one encounter power. Selune: Decent defensive powers and options along with some CD radiant vulnerability starting at level one. Lots of good stuff, but nothing jumps out as great. Good devout warpriest option that is useful for when no mark of healing is an option. Sun: By default its useful and good at wills and best default save granting of any leader build, but very repetetive powers and the Devout Warpriest option is not good. Earth: Main thing it has going for it is very good defensive bonuses, a good devout warpriest option and weapon vs Fort powers. [b]Salvagable[/b] These mainly suffer from multiple bad encounter powers and features that don't help with being a leader. Death: You should power swap 2 out of 3 encounter powers. Not a good start, but the rest of the build is salvagable through wise multiclassing since you have good at wills, devout warpriest features, and decent class features. You have to work to save it, but can be an effective frontline psychic controller build if you do it right. Corellon: Its unique at least in that you are very mobile for a leader, can attack at either range or melee with all your attacks, and the only one where you can truly dump con if you want to for some reason. Some of the encounter powers stink, devout warpriest is not very good, and the at wills are not that great for a leader. It feels the least leadery of all the builds and more of a stand alone PC, which I don't like. Net builds, teleporting boosts, artificer/spell commander, and radiant tricks are about your only good choices, but its not possible to get all those going at once. [/QUOTE]
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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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