Master of My Domain:
A Miniguide to Warpriests
Why Play A Warpriest?
Simple to build and play, but effective.
Unlike many leaders, you can still be effective even when you miss with several of your at will and encounter attacks.
You get to pick from a lot of support since clerics have been around for a long time.
Tough Frontline Leader with options for off defending, striking or control.
Why not play a Templar instead?
You get different class features and powers for each domain. You have smite undead and a unique channel divinity power as well as a unique utility power based on your domain. You get a starting feature like using your wisdom for int skill checks or damage resistance. And at level 10 you get another feature, usually one that makes your divine encounter powers more powerful like a free teleport or making enemies automatically grant CA.
At level 4 all warpriests get the very good daily power Holy Cleansing and at 8 get a free daily ally Resurrection at the end of each extended rest.
You also automatically get a boost to your healing word at both level 1 and 5, usually doing something like letting the target shift or giving you temp hitpoints. Potentially you will get another boost at level 16 if you go devout warpriest for your path, such as targets go invisibile or get a free basic attack. Altogether this can make your healing word the best "healing word" type power out there.
Warpriests alone qualify for the potentially very effective devout warpriest paragon path. That path boosts one of your at wills at 11 and gives your healing word yet another boost at 16. It gives you divine resurgance as your level 11 encounter power, which recharges one of your warpriest encounter powers level 20 or lower and recharges you and an ally's second wind. Each domain gets a unique level 12 utility and 20 daily as well. Some of the builds that come from this have very good tricks.