Champion of the Faith

Warpriest Archetype

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Base Attack Bonus
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HP per level
5/ Level
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Max level of Spells
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Caster ability
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Champion of the Faith is a sub-class in Pathfinder: Wrath of the Righteous. Champion of the Faiths can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.


"Champions of the faith are crusaders who use the power of their divine patron to annihilate the faith’s enemies. "


Champion of the Faith Information


  • Alignment Requirement: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
  • Hit Die: +5
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0



Champion of the Faith Features


Champion of the Faith Progression



Base Attack Bonus





Level 1 +0 +2 0 2 Deity Selection, Spontaneous Casting, Weapon Focus, Blessings, Sacred Weapon, Chosen Alignment
Level 2 +1 +3 0 3 Fervor
Level 3 +2  +3 1 3 Bonus feat
Level 4 +3  +4 1 4 Smite, Sacred Weapon - Aligned Weapon
Level 5 +3 +4 1 4  
Level 6 +4  +5 2 5 Bonus feat
Level 7 +5  +5 2 5 Sacred Armor
Level 8  +6/+1 +6 2 6  
Level 9  +6/+1 +6 3 6 Bonus feat
Level 10  +7/+2 +7 3 7 Sacred Armor
Level 11  +8/+3 +7 3 7  
Level 12  +9/+4 +8 4 8 Bonus feat, Scared Weapon - Enchant Weapon
Level 13  +9/+4 +8 4 8 Sacred Armor
Level 14  +10/+5 +9 4 9  
Level 15  +11/+6/+1 +9 5 9 Bonus feat
Level 16  +12/+7/+2 +10 5 10 Sacred Armor
Level 17  +12/+7/+2 +10 5 10  
Level 18  +13/+8/+3 +11 6 11 Bonus feat
Level 19  +14/+9/+4 +11 6 11 Sacred Armor
Level 20  +15/+10/+5 +12 6 12 Aspect of War


Champion of the Faith Abilities


Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

Sacred Weapon - Enchant Weapon

At 12th level, once per day as a Swift Action, a Champion of the Faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.

Sacred Weapon - Aligned Weapon

At 4th level, any weapon wielded by a Champion of the Faith counts as having his chosen Alignment for the purposes of overcoming Damage Reduction.


Warpriest’s deity influences his Alignment, what magic he can perform, his values, and how others see him. Each Warpriest can select two Blessings from among those granted by his deity (each deity grants the blessings tied to its domains).

Each blessing grants a minor power at 1st level and a major power at 10th level. A Warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his Warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the Warpriest’s level + the Warpriest’s Wisdom modifier.



At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

Bonus Combat Feat (Warpriest)

At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats.

Chosen Alignment

At 1st level, a Champion of the Faith must select one of the following as his chosen Alignment: chaos, evil, good, or law. This choice must be one of the alignments shared by the Champion of the Faith and his deity. Additionally, a Champion of the Faith gets the blessing corresponding to his chosen alignment, even if it's not on his deity's list of domains. 

His chosen alignment's opposite is referred to as his opposed alignment. Good and evil oppose one another, just as law and chaos oppose one another.

Sacred Armor

At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.


Aspect of War

At 20th level, the Warpriest can channel an Aspect of War, growing in power and martial ability. Once per day as a Swift Action, a Warpriest can treat his level as his base attack bonus, gains DR 10/—, and can move at his full speed regardless of the Armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.


At 4th level, a Champion of the Faith can focus his powers against his chosen foes. As a Swift Action, the Champion of the Faith chooses one target within sight to Smite. If this target is of his opposed Alignment, the Champion of the Faith adds his Charisma bonus (if any) to his attack rolls and adds his Warpriest level to all damage rolls made against the target of his Smite. Smite attacks automatically bypass any DR the target possesses.

In addition, while Smite is in effect, the Champion of the Faith gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the Smite. If the smite targets a creature that’s not of the Champion of the Faith's opposed Alignment, the Smite is wasted with no effect.

The Smite effect remains until the target of the Smite is dead or the next time the Champion of the Faith regains Spells. The Champion of the Faith can use this ability once per day, plus one additional time per day for every 4 levels beyond 4th (to a maximum of five times per day at 20th level). Using this ability consumes two uses of his Fervor ability.


Warpriest Weapon and Armor Proficiencies

Warpriest is proficient with all simple and Martial Weapons, as well as the favored weapons of his deity, and with all Armor (Heavy, Light, and Medium) and Shields (except Tower Shields).


Sacred Weapon

At 1st level, Weapons wielded by a Warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the Warpriest can designate a Weapon with the Weapon Focus Feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the Warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The Warpriest can decide to use the Weapon's base damage instead of the sacred weapon damage. This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other Weapons that only deal energy damage. 





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