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Warpriest enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Warpriest enhancements
This enhancement tree is shared with Clerics and Favored Souls. However, even a character with levels in both classes can take this tree only once.
Core abilities
Smite Foe: Activate: Smite your enemy with a melee attack that deals an additional 2[W] damage. (Cooldown: 15 seconds)
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Cleric or Favored Soul level 1 | |
Resilience of Battle: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Cleric or Favored Soul level 3, Smite Foe | |
Sanctuary: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance. (Activation Cost: 10 Spell Points. Cooldown: 1 minute)
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Cleric or Favored Soul level 6, Resilience of Battle | |
War Domain: Blur: Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effect of the Blur spell.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Cleric or Favored Soul level 12, Sanctuary | |
War Domain: Haste: Haste is added to your spellbook as a level 3 spell.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Cleric or Favored Soul level 18, War Domain: Blur | |
Implacable Foe: Activate: You and nearby allies gain 100 Temporary Hit Points and their attacks will deal 10% additional damage. For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range. These effects will expire 5 seconds after they are no longer refreshed. (Cooldown: 5 minutes)
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Cleric or Favored Soul level 20, War Domain: Haste |
Tier One
Requires Smite Foe, Cleric or Favored Soul level 1
Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Toughness: +5/+10/+15 maximum hp.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon, it gains +1 to its Enhancement Bonus.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Sacred Touch: When you heal allies (with positive energy damage spells) they gain +1/+2/+3 AC and +1/+2/+3 PRR for 12 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Awareness: +1/+2/+3 Listen, Search and Spot. Rank 3: +1 save vs traps.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two
Requires Cleric or Favored Soul Level 2, 5 APs spent in tree
Smite Weakness: When you strike an enemy with Smite Foe, they gain four to seven stacks of Vulnerable. (For each stack, the target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
Wall of Steel: +3/+6/+10 Physical Resistance Rating
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon, it gains an additional +1 to its Enhancement Bonus.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Righteous Weapons (Tier 1) | |
Inflame: Action Boost: You and your nearby allies gain a +2/+3/+4 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls. (Duration: 30 seconds. Cooldown: 1 minute)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Inflame:Saving Throws: Your Inflame now also grants a +2/+3/+4 Action Boost bonus to all Saving Throws.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Inflame |
Tier Three
Requires Cleric or Favored Soul Level 3, 10 APs spent on tree
Burden of Sin: 15%/30%/45% Chance on Being Hit: The enemy that struck you gains one stack of Burdened. (-1 to Strength and Dexterity. This effect stacks up to 10 times, and loses one stack on expiration.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon, it gains an additional +1 to its Enhancement Bonus.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Righteous Weapons (Tier 2) | |
Inflame: Energy Absorption: Your Inflame now also grants a +5%/+10%/+15% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Inflame | |
Wisdom, Strength, or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four
Requires Cleric or Favored Level 4, 20 APs spent on tree
Ameliorating Strike: When you strike an enemy with Smite Foe, you and your nearby allies are healed by 1d2 per character level, and benefit from the effects of the Lesser Restoration spell. (The heal from Ameliorating Strike is affected by your Positive Spell Power)
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Light Guard: Enemies that strike you are dealt 1d4/2d4/3d4 Light Damage.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Burden of Sin | |
Righteous Weapons: When wielding your religion's favored weapon, it gains an additional +1 to its Enhancement Bonus.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Righteous Weapons (Tier 3) | |
Wisdom, Strength, or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Wisdom, Strength, or Charisma (Tier 3) |
Tier Five
Requires Cleric or Favored Soul Level 5, Character Level 12, 30 APs spent in tree
Divine Power: Your god has imbued you with power and skill in combat, granting a +6 enhancement bonus to Strength, and a base attack bonus equal to a fighter of the same level.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Divine Vessel: Toggle: While active, your attacks generate a stack of Divine Conduit. When Divine Conduit reaches 25, it is removed and nearby enemies take 1d4 Fire and 1d4 Light damage per character level. (Damage from Divine Vessel is affected by Fire and Light Spell Power)
You may only gain a stack of Divine Conduit once every 3/2/1 seconds. | ||||
AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Wrathful Weapons: When wielding your religion's favored weapon, it gains an additional +1 to its Enhancement Bonus. When you score a Vorpal Hit with your religion's favored weapon, your attacks gain 3d4 Light Damage on hit for the next 6 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Righteous Weapons (Tier 4) | |
Magic Backlash: When an enemy damages you with a spell, there is a 10%/20%/30% chance they will be knocked down. (Does not affect bosses.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
Divine Intervention: Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fade. (Activation Cost: 30 spell points. Cooldown: 2 minutes)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |