Mace and Mantle Degree 1
You are trained in chain, shields and any mace, hammer or flail. Your Guard begins at 14 in chain and tabard. Your Iron Sigil, either the mace itself or a symbol you carry, serves as the focus for every litany.
The Codex · Class, Vows and Ten Degrees
Everything the class is, does and costs, written down once and in order. Read it through, or turn straight to the table of ten degrees.
Leaf the First
A Warpriest is a cleric of the front rank. Where other priests keep their distance and send their blessings forward, the Warpriest carries the blessing herself, at the end of a flanged mace, into the exact place it is needed least comfortably. She is trained in chain, shield and mace; she has a voice that carries across a field; and she has Fervor, the stored heat of a faith that is practised daily and not discussed with enemies.
Mechanically, the class is a mid-weight front-liner with a prayer-driven toolkit. Your Might and Reflex decide how well you strike and how hard you are to strike. Your Grit decides how long you stand. Your Faith decides how many litanies you can afford and how firmly they bind. Voice and Lore are the supporting virtues: Voice for the Command litanies and for the Resist rolls of those who would argue with you, Lore for the knowledge a priest is supposed to have and a warrior frequently does not.
Playing the class well means rotating three jobs: standing where the line needs you, spending Fervor on the right litany at the right beat, and keeping at least one point in reserve for the moment the table goes quiet and looks at you. The third job is the one that earns the title.
Leaf the Second
A Warpriest has six virtues, each scored from roughly 3 to 20: Might for force and the swing of a mace, Reflex for speed and balance, Grit for endurance, Lore for learning, Faith for devotion and Voice for presence and command. Each score produces a modifier by one rule: subtract 10, divide by 2, and round down. A score of 14 gives +2. A score of 9 gives −1. A score of 10 or 11 gives nothing at all.
Almost every roll is a d20 plus a modifier against a Difficulty. A Strike beats a foe’s Guard. A Resist roll beats the Dread of a litany. A check beats a number the GM states before the dice are thrown. Ties go to the roller. Natural 20s and natural 1s are worth remarking on, and nothing more unless the GM says so.
The plate below gathers every derived number on the sheet. The Forge page uses exactly these formulas, shows its arithmetic, and will never surprise you with a figure that cannot be traced here.
Leaf the Third
Ten features carry the class from the first degree to the tenth. Each shows the degree at which it arrives. The Vow and Penance of Growth return at later degrees, as marked.
You are trained in chain, shields and any mace, hammer or flail. Your Guard begins at 14 in chain and tabard. Your Iron Sigil, either the mace itself or a symbol you carry, serves as the focus for every litany.
You hold a pool of Fervor equal to your degree plus your Faith modifier, never fewer than 1. A Breath of ten quiet minutes restores 1 point. A Vigil restores them all. Fervor pays for litanies and for Hallowed Strike.
You know the number of litanies shown on the degree table, each of a rank no higher than your top rank. A litany costs Fervor equal to its rank. Speaking one requires your voice and your Iron Sigil in hand; if you cannot speak, you cannot cast.
You swear one of the four vows below. It grants a boon at once, a second at the fifth degree and a third at the ninth. A vow may be changed only by a Vigil of confession and an awkward conversation with your GM.
Once per turn, when you hit with a Strike, you may spend 1 Fervor to add 1d8 radiant damage. The mace does not glow. The target simply regrets the choice of arguments.
Once per Vigil, when damage would reduce you to 0 Vigor, make a Grit check against a Difficulty of 10 plus the damage dealt. On a success you remain standing at 1 Vigor.
Increase one virtue by 2, or two virtues by 1, at each of these degrees. No virtue may rise above 20. The Forge applies these points for you when you set your degree.
Allies who can hear you add 1d4 to Resist rolls against becoming Shaken. In good conditions your voice carries across a field. In bad conditions it carries anyway; that is rather the point.
Your mace counts as blessed. Its Strikes deal +1 damage and ignore any resistance a foe holds against ordinary weapons.
Once per Vigil, when you would fall to 0 Vigor, you instead rise at half your maximum Vigor, and every ally within 30 feet gains temporary Vigor equal to twice your Oath bonus. The crown is made of flame and is visible to all. Describe it accordingly.
Leaf the Fourth
A vow is the one promise your Warpriest keeps when everything else is going wrong. Each grants a numeric boon at the first degree, which the Forge adds to your sheet automatically, then a second and third boon at degrees five and nine.
Leaf the Fifth
Vigor in this table assumes a Grit modifier of +0; add your own Grit modifier once for the first degree and once for each degree after it. Fervor assumes Faith +0. Top rank is the highest litany rank you may speak.
Choose a degree to mark its row and read a plain summary here.
| Degree | Oath bonus | Vigor (Grit +0) | Fervor (Faith +0) | Litanies known | Top rank | New in this degree |
|---|---|---|---|---|---|---|
| 1 | +2 | 12 | 1 | 2 | I | Mace and Mantle, Fervor, Litanies, the Vow (boon I) |
| 2 | +2 | 19 | 2 | 3 | I | Hallowed Strike |
| 3 | +2 | 26 | 3 | 4 | II | Unbowed |
| 4 | +3 | 33 | 4 | 4 | II | Penance of Growth |
| 5 | +3 | 40 | 5 | 5 | III | The Vow (boon II) |
| 6 | +3 | 47 | 6 | 6 | III | Voice Over the Field |
| 7 | +4 | 54 | 7 | 6 | IV | Anointed Weapon |
| 8 | +4 | 61 | 8 | 7 | IV | Penance of Growth |
| 9 | +4 | 68 | 9 | 8 | IV | The Vow (boon III) |
| 10 | +5 | 75 | 10 | 9 | IV | Martyr’s Crown |
Leaf the Sixth
Leaf the Seventh
Some questions arrive every time the class is used, so here are the answers once and for all. Round down always, for numbers and for sentiment. Bonuses of the same kind do not stack; take the highest. If a litany and a vow both offer a bonus to the same number, they stack only if they are of different kinds, and your GM will say which is which.
This supplement does not cover multiclassing, mounts, strongholds or lunch. If your GM allows a second class, treat the Warpriest’s Fervor and a second caster’s resources as separate pools, and expect the table to re-balance in real time. Chain and tabard set the base Guard of 14. If your game uses other armour, adjust the base and leave the rest alone.
There are no gods named here and no maps. The Warpriest is an original, independent work, and it is not affiliated with or endorsed by any publisher, setting or game system. Where a rule resembles a familiar one, it is because the underlying idea, a die and a number and a bit of nerve, is older than any of us.