Crimson Templar (5e Class)
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- 1 Crimson Templar
- 1.1 Cause of change
- 1.2 Creating a Crimson Templar
- 1.3 Class Features
- 1.3.1 Table: The Crimson Templar
- 1.3.2 Cantrip
- 1.3.3 Crimson Armor
- 1.3.4 Crimson Blade
- 1.3.5 Archetype
- 1.3.6 Ability Score Increase
- 1.3.7 Winds of change
- 1.3.8 Extra attack
- 1.3.9 Brutal Critical
- 1.3.10 Persuasive
- 1.3.11 Increased resistance
- 1.3.12 Favored Enemy
- 1.3.13 Superior Critical
- 1.3.14 Determination
- 1.3.15 Dragons Roar
- 1.3.16 Battle Cry
- 1.4 Infernal
- 1.5 Celestial
- 1.6 Seclusion
- 1.7 Multiclassing
A towering figure clad in crimson armor leads a hoard of undead to lay siege to a castle to gain entry and begin his revolution... A heretic stands upon the gallows stand in his black armor and crimson cloak and shouts to the people showing what is wrong with the world and as the guards come to stop him he jumps into the crowd as shadows fade around him as he now appears as nothing but a commoner and fades away from sight
Cause of change
Crimson Templars are revolutionaries and incite change either as moderates or extremists but they are often met with opposition and must often resort to more... "Unique" methods
Creating a Crimson Templar
What leads you to your goal, why change the world and stain yourself in the red. Remove the sins of the world? Or embellish your own. Regardless you have an initiative that keeps you going maybe even a madness that something must be done and you are willing to get down and dirty... Or, have you seen the world and have gone into depression and decided to seclude yourself from the world and reflect upon your actions with the world trying to hunt you down
- Quick Build
You can make a Crimson Templar quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Str or Dex depending on your play style.
As a Crimson Templar you gain the following class features.
- Hit Points
Armor: none, all shields
Weapons: martial and simple melee weapons
Saving Throws: Dexterity and Dexterity
Skills: Two from Acrobatics, Animal Handling, Arcana, Intimidation, Investigation, Persuasion, Perception, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) martial weapon and shield or (b) two martial weapons
- (a) 2 hand axes or (b) short bow and 20 arrows
- (a) dungeoneers pack or (b) explorers pack
- If you are using starting wealth, you have 6d4×10gp in funds.
|4th||+2||Ability Score Improvement||3|
|5th||+3||Winds of change, Extra Attack||3|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||5|
|16th||+5||Ability Score Improvement||6|
|19th||+6||Ability Score Improvement||6|
|20th||+6||Rulers Battle Cry||7|
At 1st level, you learn 1 cantrips from the cleric spell list. You learn additional crimson templar cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Crimson Templar table.
Additionally, when you gain a level in this class, you can choose one of the crimson templar cantrips you know and replace it with another crimson templar cantrip.
- Spellcasting Ability
Charisma is your spellcasting ability for your crimsom templar spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a crimson templar spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your crimson templar spells.
At 1st level, you can turn your determination into protection. Whenever you finish a long rest, while you are not wearing armor, you can use your bonus action to summon the crimson armor. While active, your AC equals 10 + your proficiency bonus + your Charisma modifier.
The crimson armor lasts until be dispelled or your next long rest.
In addition, at 1st level, and again at 4th, 8th, 12th, 16th and 19th levels, you can chose one of the following improvements for your crimson armor:
- +1 bonus to your AC.
- Resistance to one damage type.
- Proficiency in one type of weapon.
- One artisan tool proficiency.
- Permanent +1 bonus to all checks made with a chosen proficiency.
- You can summon your armor between your short rests.
- You gain proficiency in one Charisma related skill.
At 2nd level, much like your armor, you can now alter your weapon or create one from nothing. As a bonus action, you summon any weapon you are proficient with. The weapon is considered magical for the purposes of ignoring resistance to non-magical damage.
You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after completing a long rest.
Each time you summon the weapon, you can chose one of the following benefits:
- The weapon gains a +1 bonus to attack rolls for 20 attacks (ranged weapon)
- The weapon cause fire damage instead of the regular damage.
- You roll an additional damage die of the weapon on a hit.
- The weapon have unlimited ammunition (ranged weapon)
- The weapon deals additional 1d4 fire damage
- Your attacks with this weapon deal +1 damage.
At 3rd level, you chose an archetype. Choose between Infernal and Celestial, and Secluded detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 14th.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Winds of change
Your presence alone has the power to incite change. Creatures able to hear you within 30 feet must make a Wisdom saving throw against your spell save DC or be subjugated to your commanding aura. For a number of minutes equal to your Charisma modifier, you gain advantage on your Charisma checks against the affected creatures. In addition, you have advantage on Charisma saving throws against spells of effects used by those creatures.
At 5th level, When you would make one attack action you can take an additional action to attack. The number of attacks increases to three when you reach 11th level in this class
Once you reach 7th level, your critical hits are more powerful. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
At 11th level, you can chose one of the damage types you are resistant to, and became immune to it.
At 13th level, Much as Rangers have a favored enemy so do you, choose from: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant monstrosity, ooze, plant, undead, or two humanoid types. You can communicate with this kind of creature fluently and ignore all charisma based condition immunities but instead, have a disadvantage
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20
At 17th level, Your will has power over the world itself, you may roll an additional d20 and add it to the original roll, you can only do this once per short rest and must do so before you know whether or not you succeed.
At 18th level, Your voice thunders as you spew the elements, you can now have a breath attack of any element you have resistance to while your armor is equipped that deals 3d10+5 damage in a 45ft long cone.
At 20th level, Your voice echoes across the field of battle for all to hear giving all allies advantage(including yourself) and 1 use of legendary save and enemies disadvantage on all checks so long as they're on your current plane of existence at the time until they take a long rest you can do this up to 3 times a day
You don't care about the world around it could burn to the ground, in fact that's how you like it. Carnage is your name and evil is your life now and you only follow yourself, upon choosing this path all of your attacks with crimson Blade cause an additional 2 necrotic damage and you are resistant to necrotic damage
- Cloack of Darkness
At third level you have the power of the shadows, you now drape yourself in a cloak of Darkness just as you do in crimson armor when you are in the shadows you have advantage on stealth checks and can try to loose your enemies without penalty by rolling stealth. Your opponents now have disadvantage on all visual and sound perception saves as you no longer walk on the ground but float slightly above it aside from being in direct lighting
- Black Heart
At 6th level you gain the ability to resurrect a dead creature you have slain you can take 5 minutes to permanently raise a medium sized corpse, these share half the modifier stats and health rounded down of the original being you can only have one corpse at a time and they must be ordered to act
At 10th level you can now resurrect a number of creatures equal to your charisma modifier+1 you can have one of these be a huge corpse or smaller
- Necrotic touch
At 14th you can now raise the dead at full stats and raise either a single gargantuan creature, a number of huge creatures equal to your charisma modifier+1 or 20 medium creatures
You see the world and how corrupt it is, now is the time for change and you are the cause when you choose this class at third level you now deal 2 radiant damage with crimson Blade and are resistant to radiant damage
- Cape of radiance
You now drape yourself in radiance blinding your foes when you have crimson armor on all creatures within a 10 foot radius must make a DC 12 Charisma saving through or be blinded, any creature that ends it's turn in this range receives 2 radiant damage each turn it does
At 6th level you can cast cure wounds as a cantrip
- Dominators touch
At 10th level you can control an object without touching it as a bonus action the only conditions is that you can see the object and have one free hand, the weight of the object is limited to your carry capacity multiplied by your charisma modifier the range is limited to 30 ft of movement per round damage from this is equal to 1point dmg/25pounds
- Enforced Dominion
At 14th level you no longer require seeing the object in order to move it you just need to know it's location and your capacity is now doubled and range is now 100 feet, this can be doubled again with two free hands
The path of power requires sacrifice as those who tread this path know well your cape is faded and your mind insane but why you continue is solid in your mind half the time and gone the other. Upon taking this class at third level you are resistant to both necrotic and radiant damage but can not deal either with crimson Blades effects
- Tattered cape
Upon third level you you seek power just as the infernal you now have black Heart but at the cost of your voice you can no longer cast spells requiring vocal components unless situations make it unnecessary
- Dominators touch
Same as the heavenly path at 6th level but in exchange you are awkward and distant with others and have an disadvantage for all investigation, persuasion and deception checks without proficiency but you now have an additional proficiency in intimidation
- Necrotic touch
At 10th level same as the infernal you now have the same mastery over the dead but you are now weakened by it, for every corpse in your control you lose 10 Max hp until the corpse is destroyed or freed
- Enforced Dominion
Same as heavenly path at 14th level but you now have one level of exhaustion at all times
Prerequisites. To qualify for multiclassing into the <Crimson Templar> class, you must meet these prerequisites: Charisma 13 and constitution
Proficiencies. When you multiclass into the <Crimson Templar> class, you gain the following proficiencies: simple and marcial melee weapon and shields