Crusader (5e Class)
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- 1 Crusader
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Martial Initiate
- 2.5 Martial Knowledge
- 2.6 Furious Counterstrike
- 2.7 Steely Resolve
- 2.8 Martial Devotion
- 2.9 Ability Score Improvement
- 2.10 Extra Attack
- 2.11 Mettle
- 2.12 Blessed Strikes
- 2.13 Undying Revenant
- 3 Martial Devotion
In times of need, when war is waged on the very foundations of a belief, crusaders are dispatched as the hand of their god to not only defend it, but bring the fight to the enemy. Rarely seen, these bastions of religious might combined with martial prowess often only appear to keep the torch of tradition lit. An ideology is like a language and must be passed from one mind to the next to truly live on, and a crusader ensures that the minds which contain their ideology are not snuffed out entirely.
When one is called to be a crusader, their very presence can be taken as proof of their deity's existence. If the belief that someone must still believe in a divine creature for it to go on existing is true, crusaders are a deity's form of indirect self-defense; a last resort before personally intervening. Crusaders are gifted with the talent and innate magic necessary to deliver a god's fury to the mortals that threaten their ideology - and therefore their very existence. The deity they serve may change, person to person, but the might of a crusader is always recognizable.
Creating a Crusader
When creating a crusader, considering which deity you serve is an integral part of deciding your direction. Do you serve a well-liked god, one of justice or mercy, which the masses may also revere? Do you serve a lesser-known deity, one which might have dubious motivations and practices? Or is the source of your divine strength one of selfishness or evil, which you defend as the source of your own power, with mutual benefit tying your god to their army of mortals? In knowing your god, you may better understand yourself, what you fight for, and what your end goal is - beyond the culling of infidel who seeks to end your worship, once and for all.
You can make a crusader easily by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Charisma. Second, choose the acolyte background.
As a Crusader, you gain the following class features.
Hit Dice: 1d10 per Crusader level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Crusader level after first
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, History, Insight, Intimidation, Perception, Persuasion, Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
|1st||+2||Martial Initiate, Martial Knowledge||1 (5)||5 (2)||—|
|2nd||+2||Furious Counterstrike, Steely Resolve 10||2 (6)||5 (2)||2|
|3rd||+2||Martial Devotion||3 (7)||5 (2)||2|
|4th||+2||Ability Score Improvement||4 (8)||5 (2)||2|
|5th||+3||Extra Attack||5 (9)||5 (2)||3|
|6th||+3||Steely Resolve 20||6 (10)||5 (2)||3|
|7th||+3||Mettle||7 (11)||5 (2)||3|
|8th||+3||Ability Score Improvement||8 (12)||5 (2)||3|
|9th||+4||Devotion class feature||9 (13)||5 (2)||3|
|10th||+4||Steely Resolve 30||10 (14)||5 (2)||3|
|11th||+4||11 (15)||6 (3)||4|
|12th||+4||Ability Score Improvement||12 (16)||6 (3)||4|
|13th||+5||Blessed Strikes||13 (17)||6 (3)||4|
|14th||+5||Steely Resolve 40||14 (18)||6 (3)||4|
|15th||+5||Devotion class feature||15 (19)||6 (3)||4|
|16th||+5||Ability Score Improvement||16 (20)||6 (3)||4|
|17th||+6||17 (21)||7 (4)||5|
|18th||+6||Steely Resolve 50||18 (22)||7 (4)||5|
|19th||+6||Ability Score Improvement||19 (23)||7 (4)||5|
|20th||+6||Undying Revenant||20 (24)||7 (4)||5|
You begin your journey with knowledge of three martial maneuvers. The paths available to you are from the Devoted Spirit, Stone Dragon, and White Raven disciplines. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the Maneuvers Known column of the Crusader table.
See the maneuvers description for more information on maneuvers, which rank of maneuvers you are able to take, and the prerequisites for specific maneuvers.
You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
Crusaders are unique among martial adepts, relying on flashes of divine inspiration to use their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if you use your maneuvers or not; at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again. You begin an encounter with an additional granted maneuver at 11th level (bringing your total to three), and again at 17th level (bringing your total to four).
At 2nd level you begin play with knowledge of two stances from any discipline open to crusaders for which you meet the prerequisites. You learn additional stances as shown on the Stances Known column of the Crusader table. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a bonus action. You are unable to concentrate on a spell while you are in a stance and are unable to maintain a stance while raging.
Some of your martial maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Martial Maneuver save DC = 8 + your proficiency modifier + your Strength or Charisma modifier (your choice)
Your divine insight grants you access to additional maneuvers. You learn four additional maneuvers of the disciplines crusader has access to at first level, all of which must be of the novice tier.
At 2nd level you can level divine wrath on those who have hurt you, adding your Charisma modifier (minimum 1) to weapon damage against any foe who dealt you damage since the start of your last turn. This damage is increased by one point for every five points of damage you have in your Steely Resolve pool.
By 2nd level, your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, you may have any hit point damage the blow deals be added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see above). Special effects tied to an attack, such as conditions, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Constitution save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 2nd level, your delayed damage pool can hold up to 10 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases according to the Steely Resolve in the Crusader table.
Upon reaching 3rd level, you choose to devote yourself to a certain ideal. Choose either the Devotion of the Sentinel or the Devotion of the Vindicator, all detailed at the end of this class description. Your devotion grants you features at 3rd level, and again at 9th and 15th level.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, you have trained your mind and body to the point where you can withstand certain effects. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw that has an effect on a successful save, you instead suffer no effect if you succeed on the saving throw, and suffer the effects of having successfully saved on a failed saving throw.
In battle, you are blessed with divine might. When a creature takes damage from one of your melee weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
When you reach level 20, it is virtually impossible to put you down. As the start of each of your turns, you regain 1 hit point if you have no more than half of your hit points left.
In your service to the divine, you must discover how you will serve the grand purpose on your own. With a Devotion, you focus your efforts to better apply your skills and god-given abilities. Choose from the below systems to fully realize the extent of your supernatural strengths.
Devotion of the Sentinel
Crusaders who have chosen the Devotion of the Sentinel are consummate bodyguards and defenders of their allies. They learn to stand against a storm of attacks while remaining steadfast and forcing enemies to face them rather than walk past to attack their allies.
Starting when you choose this devotion at 3rd level, you learn to defend yourself against the attacks of multiple creatures and still stand tall. If you are attacked on a given turn, your AC increases by 2 at the end of that turn until the start of your next turn. This increase can stack indefinitely, but is reset to 0 at the start of each of your turns or if you become incapacitated.
In addition, whenever an enemy within 5 feet would move through your reach, away from you, or attack an ally, you may make a melee weapon attack roll against that enemy. Deal no damage on a successful hit; instead, your target's speed is reduced to 0 and they must target you with any attacks they make until the start of their next turn. You may use this feature a number of times equal to your Charisma modifier plus your proficiency bonus. You regain expended uses at the end of a short or long rest.
At 9th level, enemies treat the area within 10 feet of you as difficult terrain while you are not incapacitated, unless they are moving towards you. The area of this feature increases to 20 feet at 15th level.
By 15th level you have learned to take on the wounds of your allies through a supernatural bond that you maintain. If an ally within 30 feet would take damage, you may grant them resistance to the damage and take an amount of damage equal to the damage they would take.
Devotion of the Vindicator
Combining divine magic and their holy might, devotees of the Vindicator gain the ability to weave holy energies of many sorts. While not purely priests, these are not warrior-fanatics or zealots either.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells from the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional wizard cleric of your choice at 10th level. Spell Slots. The Devotion of the Vindicator Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice.
The Spells Known column of the Devotion of the Vindicator Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your cleric spells, since you learn your spells through divine flashes of insight which you then practice to master. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
|Spell Slots per Spell Level|
Starting at 9th level, your concentration deepens to the point where you can maintain a stance and maintain concentration on a spell at the same time.
At 15th level, when you hit a creature with a weapon attack, that creature has disadvantage on their next saving throw until the end of your next turn.
|Hit Die||1d10 +|
|Identifier||5e Class +|
|Save||Strength + and Wisdom +|
|Skill||Athletics +, History +, Insight +, Intimidation +, Perception +, Persuasion + and Religion +|
|Summary||A martial adept who uses flashes of divine insight to stand strong against the darkness. +|