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Warpriest enhancements

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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 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Warpriest enhancements[edit]

Warpriest enhancements tree
Warpriest enhancements tree

Core abilities[edit]

Smite Foe: Choose a melee or ranged attack that deals additional damage:
  • Smite Foe: Melee Attack: Deals +20% Damage. Smite your enemy with a melee attack. (Cooldown: 12 seconds)
  • Smite Foe: Ranged Attack: Deals +20% Damage. Smite your enemy with a ranged attack. (Cooldown: 12 seconds)
    Passive: Each core ability you take in this tree grants the following bonuses:
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Cleric level 1
Resilience of Battle: Passive:
  • Damage Reduction 5/-
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
  • +1 Imbue Dice
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Cleric 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:

  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Cleric level 6, Resilience of Battle
War Caster: 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:

  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
  • +10% Sacred bonus to maximum hit points
  • +1 Imbue Dice
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Cleric level 12, Sanctuary
War Caster: Haste: Haste is added to your spellbook as a level 3 spell.

Passive:

  • +1 Competence Bonus to Critical Threat Range with your Favored Weapon
  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power
  • +1 Imbue Dice
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 18, War Caster: 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: 3 minutes)

Passive:

  • +2 Armor Class
  • +5 Fire Spell Power
  • +5 Light Spell Power

Choose one of the following:

  • +2 Strength and Constitution
  • +2 Wisdom and Constitution
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Cleric level 20, War Caster: Haste

Tier One[edit]

Requires Smite Foe, Cleric level 1

Divine Might: You gain an Insight bonus to Attack, Damage, and the DC of Tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds. (Cooldown: 20 seconds. Activation Cost: 21/18/15 spell points.)
Antirequisite: This ability can not be trained if you have any other Trance ability.
AP Cost: 1 Ranks: 3 Progression: 1
Toughness: +5/+10/+15 maximum hp.
AP Cost: 1 Ranks: 3 Progression: 1
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost: 2 Ranks: 1 Progression: 1
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.
AP Cost: 1 Ranks: 3 Progression: 1
Awareness: +1/+2/+3 Listen, Search and Spot. Rank 3: +1 save vs traps.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Cleric 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.)
AP Cost: 2 Ranks: 1 Progression: 5
AP Cost: 1 Ranks: 3 Progression: 5
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
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: 90 seconds)
AP Cost: 1 Ranks: 3 Progression: 5
Action Boost: Power: Activate to gain a [+10/+20/+30] Action Boost bonus to Melee and Ranged Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Cleric Level 3, 10 APs spent on tree

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.)
AP Cost: 1 Ranks: 3 Progression: 10
Radiant Flourish: Favored Weapon Attack: +10/20/30% damage. On Hit: Enemy takes 1/2/3d6 Light damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.

Choose one:

  • Melee
  • Ranged
AP Cost: 1 Ranks: 3 Progression: 10
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Righteous Weapons (Tier 2)
Greater Inflame: Your Inflame now also grants +2 Action Boost bonus to Saving Throws and 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.)
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Inflame
Wisdom, Strength, or Charisma: Choose one:
  • +1 Strength
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

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 1d3 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). You may only perform this AOE heal once per time you use this skill.
AP Cost: 2 Ranks: 1 Progression: 20
Fires of Fury: Imbue Toggle: Your Favored Weapons deal an additional 1d6 Fire damage, scaling with Fire Spell Power.
AP Cost: 2 Ranks: 1 Progression: 20
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Righteous Weapons (Tier 3)
Holy Striker: Choose between Doublestrike and Doubleshot
  • Holy Sniper: +[3/6/10]% Doubleshot.
  • Holy Striker: +[3/6/10]% Doublestrike.
AP Cost: 1 Ranks: 3 Progression: 20
Wisdom, Strength, or Charisma: Choose one:
  • +1 Strength
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wisdom, Strength, or Charisma (Tier 3)

Tier Five[edit]

Requires Cleric 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 Sacred bonus to Strength, and a base attack bonus equal to a fighter of the same level.
AP Cost: 1 Ranks: 1 Progression: 30
Divine Vessel: Choose between Melee and Ranged attack:
  • Divine Vessel (Melee Attack): Melee Favored Weapon Cleave Attack: Make a sweeping weapon attack against all nearby enemies for +30% damage.
  • Divine Vessel (Ranged Attack): AOE Ranged Favored Weapon Attack: Fire a single shot with +20% Damage, hitting every enemy in an area around where the shot hits.
Each affected enemy is hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light Damage per character level. Damage from the meteor is affected by Fire and Light Spellpower. Cooldown: 5 seconds. Shares cooldown with the Great Cleave feat.
AP Cost: 1 Ranks: 1 Progression: 30
Wrathful Weapons: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal Hit with your religion's favored weapon, you gain +3 bonus Imbue dice for the next 12 seconds, and your Fires of Fury Imbue Toggle changes its damage type from Fire to Light.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Righteous Weapons (Tier 4)
Divine Bastion: While wearing Heavy armor (or in the Adamantine body feat), you gain +10 PRR, +10 MRR, and +10 AC. Regardless of armor, +20% Competence bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30
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)
AP Cost: 2 Ranks: 1 Progression: 30