Warpriest is unironically one of the tankiest (as in hard to kill, not actual tanking due to tank fallacy) classes now. Not only does one get heavy armor, but with raise symbol you can stack all 3 universal saving throw bonuses (item, status, circumstance) and they crit succeed on Will and Constitution, which are the most important saves. Finally, if there's a terrifying dex save out there, you can Tempt Fate eventually, and you'll be more likely to succeed than fail. Add in the hardness boosts and even meme it up with emblazon anti magic and WP is just not going down. And they still do be a full caster too.
Dont forget Canny Acumen (Master in Reflex at 17th lvl, so you can take it at 19th) and Channeling Block (new feat for 14th lvl I think). I was running a solo campaign for a Warpriest, so hes going to be getting the new feats as we move over to using the remaster.
Thankfully, my DM let me change my Anadi Cloistered Cleric of Gozreh to a Warpriest of Gozreh after the remaster dropped. It was a HUGE boon to my character. Remaster Cleric is quickly becoming my new favorite class!
Thanks for all of this really helpful Remaster content, it's so nice to not have to rely on watching Roll for Combat's obnoxious streams for information and analysis.
Zealous rush I think let’s you cast Weapon Surge or True Strike and still move 10 feet which is really nice if you need that little bit of movement. Makes getting off a True Strike + Channel Smite combo easier even if you weren’t already adjacent at the start of your turn.
Sacred ground with the harmfull or versitile phont, sounds like a good way to heal undead allys, without harming your living allys. ... I'm actaually in a situation in the game I'm in, where I may have to heal friendly ghosts who tie into a party-member's backstory, and are bound aginst their will to an item we posess. We don't know how to free them; (yet.)
They could have the best of both worlds with the Divine Font by making Warpriest scale differently than Cloistered Cleric. Maybe Warpriests take the higher of 4 or their Charisma, while CC just gets their Charisma?
I’ve heard this analysis from multiple creators, but I’m still perplexed. Zombies and skeletons don’t have souls, do they? And if not, doesn’t this mean that Divine Lance no longer affects them?
Not quite, undead lore wise have kinda like negative soul being animated by void energy which opposes vitality and sits at the same level as spirit energy
This makes me wish the Champion had been in this book instead of the fighter or Rogue. I feel those two were fine without the remaster changes and werent the most important. (Honestly feel fighter could have been largely ignored and Magus added since it has large changes tied to spell schools disappearing) . However the new Sanctification and alignment changes means Champion needs a near complete reimagining and has a lot of new design space to play in. Have two champions in my current campaign and feels weird for them to stay the same while the cleric gets a lot of new mechanics to play with. As well as getting rid of alignment when their abilities are so intrinsically tied to alignment
You need to remember that this book is replacing the Core Rulebook as the entry point for new players. Not including the Fighter and Rogue would have been a horrible mistake. They, along with Cleric, Druid, and Wizard form what you might call the 'core five' of fantasy RPG games
@@nobullfarming still feels shitty to have the class that probably had the most fundamental changes both flavor wise and mechanically not included. Also one of the classes Ive felt has needed a balance pass the worst due to being one of the more pigeon holed classes in the game and having mostly trash feats for the first 6 or so levels of the game.