Crusader, Variant (5e Class)

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Crusader

Crusaders fight for what they believe is right. Usually that means slamming a mace in the wrong party's face and raiding their towns and sacking their temples before building your own place.

Fighters of Faith

Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The crusader is that champion. With holy blades in hand, they smite the wicked and send them back to the darkness from whence they crept! While their armor often restricts their movement, it affords them great protection, allowing them to stand in the front-lines and take the blows that their weaker comrades cannot. Or they can be a champion of an evil god and make suffer the world peace.

Creating a Crusader

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To victory!! Art by Mike Azevedo

When creating a crusader, first consider a cause. Is your crusader a religious cultist fighting against the evil, the good, unholy other? Are they a lawful abider of their codes or are they chaotic marauders who pillage the opposing army cities? Crusaders often are very able to speak and rally people's spirits so keep that in mind when making a personality.

Quick Build

You can make a Crusader quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier or Noble background.

Class Features

As a Crusader you gain the following class features.

Hit Points

Hit Dice: 1d12 per Crusader level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Crusader level after 1st

Proficiencies

Armor: Heavy armor, medium armor and shields.
Weapons: Simple Weapons, shortswords, longswords, lances, spears, halberds
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 3 from Deception, History, Intimidation, Investigation, Perception, Religion or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A longsword or (b) A shortsword & shield or (c) A lance
  • (a) Half plate armor or (b) Chain armor
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • If you are using starting wealth, you have 6d12 x 10gp in funds.

Table: The Crusader

Level Proficiency
Bonus
Features Smite Use
1st +2 Smite. Crusade's Call 2
2nd +2 Legionnaire's Blessing 2
3rd +2 Taunting Shout 2
4th +2 Ability Score Improvement 2
5th +3 Unwavering Might; Extra Attack 4
6th +3 Crusade's Call feature 4
7th +3 Divine Judgement 4
8th +3 Ability Score Improvement 4
9th +4 Faith's Guidance 4
10th +4 Legionnaire's Might 6
11th +4 Crusade's Call feature 6
12th +4 Ability Score Improvement 6
13th +5 Taunting Shout Improvement 6
14th +5 Inspiring Cry 6
15th +5 Unwavering Might Improvement 8
16th +5 Ability Score Improvement 8
17th +6 Unwavering Might Improvement 8
18th +6 Crusade's Call feature 8
19th +6 Ability Score Improvement 8
20th +6 Divine Intervention 10

Smite

Starting at 1st level, when you hit a creature with one melee weapon, you can use your bonus action to inflict an additional 1d6 radiant damage to that creature. This damage increases to 2d6 at 5th Level, 3d6 at 10th level and 4d6 at 15th. A crusader may use Smite twice, regaining equal times your Charisma modifier use upon finishing a short rest or all of them after a long rest. You gain more uses of this feature as shown on the crusader's table.

Crusade's Call

You are already sure of the calling under which you make your crusade. At 1st level, you choose a path. Choose between Ordained Warrior or Graceful Savior, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th and 18th level.

Legionnaire's Blessing

Starting at 2nd Level, you may select a creature within melee range of you to touch and bestow your blessing as a knight of the divine order. The touched creature regains hit points equal to 3d6 + your Charisma modifier. If the creature affected would gain hit points above their maximum, instead they gain temporary hit points equal to the remaining value. These temporary hit points last until the end of their next turn. This healing skill increases to 4d6 at 5th Level, 5d6 at 10th level and 6d6 at 15th. You may use this feature a number of times equal to your Charisma modifier, regaining all use after you finish a long rest.

Taunting Shout

Starting at 3rd Level, you invoke your faith to draw another creature's attention, diverting them from others. You can use your bonus action to shout a taunt at a creature of your choice within 60 feet of you who can hear and understand you. They must succeed a Charisma throw of DC 8 + your Charisma Modifier + Your proficiency bonus, or suffer disadvantage on attacks made on anyone but you for the next minute. You may use this feature once, regaining use upon finishing a short or long rest.

Starting 13th level, whenever a friendly creature within 10 feet of you is attacked, you may expend a reaction to taunt and try to divert the attack. The attacking creature must succeed a Charisma saving throw of DC 8 + your Charisma modifier + your proficiency bonus. On failure, the attack is redirected at you. If you are out of range, the attack automatically misses. You may use this feature a number of times equal to your Charisma modifier, regaining all uses upon completing a long rest

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.

Unwavering Might

Starting at 5th Level, you channel the pain of your injuries into righteous anger that lets you lash out at your enemies with renewed vigor and power. When you are successfully attacked by a melee weapon attack, you may expend a reaction to retaliate and make a opportunity attack against the attacker with your equipped weapon.

Starting at 15th level, when you successfully attack a creature with your reaction, you may additionally deal your Smite damage to the target.

Starting at 17th level, your smiting reaction can reach farther due to your immeasurable faith and might. When you successfully attack a creature with your reaction and deal Smite damage, your Smite lashes out in a straight line for an additional 5X feet from the direction you attack, with X being equal to your Strength modifier. Any creatures in the line must take a Dexterity saving throw of DC 8 + your Strength modifier + your proficiency bonus. On a failed save, the creature takes damage equal to your Smite.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Judgement

Starting at 7th Level, your weapon is alike to that of a radiant blade cutting a path of just massacre. When you hit an enemy with any weapon that deals slashing or piercing weapon damage, you deal an additional amount of radiant damage equal to your Charisma modifier.

Faith's Guidance

Your extreme belief in your faith drives your strength. Starting 9th level, you may add your Charisma score modifier to your melee weapon attacks.

Legionnaire's Might

Starting at 10th Level the might of your faith allows you to transcend bodily obstacles. You gain advantage in Strength checks a number of times equal to your Charisma modifier, regaining all uses after completing a long rest.

Inspiring Cry

Starting at 14th Level, you may yell inspiringly to increase team morale. You may use an action to shout. All friendly creatures within 120 feet of you gain advantage in their attack rolls for turns equal your Charisma modifier. You may use this feature a number of times equal to your Charisma modifier, regaining all use after you finish a long rest.

Divine Intervention

At 20th Level, you may call upon your deity to give you strength and will to cleave all. You may expend an action to give your plea. All damage you deal now bypasses immunities and resistances for a number of turns equal your Charisma modifier. You may use this feature equal times your Charisma modifier, regaining use after completing a long rest.

Ordained Warrior

You were given a fate to fight under the banner of your faith. Your power lies in your determination to strike down enemies and your courage to charge into battle and protect your allies.

Protective Prayer

Starting at 1st level, when you take damage, you may expend a reaction to summon up a divine wind of protection. This gale blows you up to 15 feet away in a direction of your choice, depositing you on your feet, and dispels any gaseous effects like stinking cloud in the area. You do not provoke opportunity attacks with this feature.

Aura of Chaos

Starting at 6th Level, you may expend an action to enter a state of trance where you channel the powerful aura of your deity. This trance lasts for a number of turns equal to your Charisma modifier. While this trance is active, your attacks have the potential to be utterly devastating. When rolling damage for a melee weapon attack, the result is maximized (i.e., a d6 rolls 6 automatically). You may use this feature a number of times equal to half your Charisma modifier, rounded down, regaining all use after you finish a long rest.

Divine Strike

At 11th level, any weapon wielded by a crusader now can deal additional damage as per Divine Judgement. In addition, when you successfully attack a creature, you may force it to make a Strength saving throw of DC 8 + your Strength modifier + proficiency bonus. On failure, they take additional damage equal to your Smite. On success, they take no additional damage. Creatures with evil alignments roll with disadvantage. You may use this feature a number of times equal to your Charisma modifier, regaining all use after you finish a long rest.

Holy Nova

At 18th level, a crusader may inflict 5d6 of magical fire damage on a creature after successfully using Smite on them. You may use this feature once, regaining use upon finishing a short or long rest.

Graceful Savior

The forces above this world granted you a duty to heal and protect. You are incredibly able to get to those who need your help.

Harm Not

Starting at 1st level, you grant others an aura of protection to ward of ill powers. You can cast the sanctuary spell without material components. You can cast this spell a number of times equal to your proficiency bonus. You regain uses of this spell after you finish a long rest. Charisma is your spellcasting modifier for this spell.

Imbued Healing

Starting at 6th Level, your blessings are great gifts. When you use your Legionnaire's Blessing, you may add one of the following effects:

  • Healing: The targeted creature gains an additional temporary hit point for each of your hit dice. These temporary hit points last for an hour.
  • Luck: When the targeted creature takes any damage, they may treat any damage as 1 until the end of their next turn.
  • Protection: The targeted creature gains a bonus to their AC equal to your Charisma modifier until the end of their next turn.
Divine Reflex

Starting at 11th level, your powers are needed in many places, meaning the gods watching over you wish for you to be protected from ill. You have advantage in all Dexterity saving throws.

Protector's Favor

Starting at 18th level, you are rewarded for your selflessness. When you use your Taunting Shout to divert an attack onto yourself, you can reduce the damage to 1.

Multiclassing

Prerequisites. To qualify for multiclassing into the Crusader class, you must meet these prerequisites: Strength 14, Constitution 14, Charisma 13

Proficiencies. When you multi-class into the Crusader class, you gain the following proficiency: Medium armor and shields, halberds, lances


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