Crusader (4e Class)

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Crusader[WIP][edit]

Make your peace with whatever vile deity you worship, monster, for I am the sword of Pelor, and I will not fail in my strike!
—Daresa, Crusader of Pelor., Tome of Battle
A Crusader stands vigilant against those who would do evil. "Crusader By Jorsch"
Class Traits
Role: Striker, Defender. With your Combat Maneuvers and Seals, you unleash mighty blows to enemies, and goad them into attacking you instead of vulnerable comrades.
Power Source: Divine, Martial. The Crusader is a martial adept whose maneuvers are unpredictable gifts of divine power.
Key Abilities: Strength, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee; simple ranged. military ranged
Implements: Holy symbol
Bonus to Defense: +1 to Fortitude, +1 to Reflex, +1 to Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: Religion.  From the class skills list below, choose 4 from the list. more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Endurance (Con), History (Int), Diplomacy (Cha), Religon (Int), Heal(wis)
Build Options: Mighty Crusader
Class Features: Weapon Talent, Fervor Die/Maneuvers, Divine Conquest, Seals

"Devoted knight, divine agent, instrument of vengeance, peerless fighting machine—the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by her convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. A crusader who embraces a religion or holy faith is similar to a paladin in that she commands a number of holy (or unholy) powers. She is a martial adept whose maneuvers are unpredictable gifts of divine power. Trusting in the power of her chosen deity, she allows faith and intuition to guide her through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause, but in a raw, untamed manner. A crusader has absolute faith in her ability to draw on the source of her power, but she never quite knows how that power will manifest." Taken from the Tome of Battle, Book of Nine Swords written by Matthew Sernett, Frank Brunner, and Richard Baker

Crusader Overview

Characteristics: Crusaders are extremely durable and able to deliver heavy hits at a moments notice. Your Seals augment your basic attacks, gaining a unique effect depending on the Seal you use. Your maneuvers also differentiate Crusaders from any other class, allowing you to play either a Defender, by using your Fervor to goad enemies into attacking you, or a Striker, whom can sacrifice his own health to deal heavy amounts of damage.
Religion: All gods have champions who take up their name in arms against those who would deserve their god's wrath.
Races: Generally, most Crusaders are Humans and Dwarves, but, other races have been known to take up the Crusaders path.

Creating a Crusader[edit]

Ability Scores

-Strength should be your first and foremost ability score, as the Crusader uses basic attacks with their weapon to deliver blows to the enemies. Wisdom should be your second, your seals will utilize Wisdom to augment your attacks.

Suggested Feats

-Weapon Expertise (Human Feat: Toughness}

Crusader Features

1. Weapon Talent – Crusaders have practiced extensively with their weapons, and you gain a +1 bonus to attack rolls with weapon attacks.

2. Fervor Dice/Manuevers - You learn maneuvers that are fueled by special dice called Fervor Dice. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and activating the maneuver is a No-Action. Unless otherwise specified, you can only use a maneuver when you use a melee basic attack. -You learn an additional maneuvers of your choice at 3rd, 7th, and 9th level from the Heroic Tier maneuvers. At 13th and 17th level, you can replace one maneuver you know with one from the Paragon Maneuver List. At 23rd and 27th Level, you can replace one maneuver you know with one from the Epic Maneuver list. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. - You have two Fervor Dice at first level, which are d6s. increases to 2d6, 3d6 at Paragon and Epic Tier. A Fervor Die is expended when you use it. You regain all of your expended Fervor Dice when you finish a short or long rest. You gain more Fervor Die as you level up, refer to the Heroic Crusader table below.

3. Divine Conquest - Whenever you kill a non-minion enemy, you regain 1 Fervor Die.


4. Seals - Seals are the Crusader's version of stances. "Seals" are a type of action which persists until the end of the Encounter or until another Seal is used, though there are some features which allow you to have two Seals active at the same time. Switching a Seal to another is only a minor action, and if you have two Seals active, you can switch both of them in the same minor action.

Heroic Crusader[edit]

Level Feats Known Class Features and Powers
1 1 Weapon Talent, 2 Fervor Die, 2 Heroic Maneuvers, 1 Heroic Seal, Divine Conquest
2 +1 Utility Power, Extra Heroic Seal
3 Extra Fervor Die, Extra Heroic Maneuvers
4 +1 Ability score increase
5 Paladin Daily 5
6 +1 Utility Power
7 Extra Fervor Die, Extra Heroic Maneuvers, Extra Heroic Seals
8 +1 Ability score increase
9 Extra Heroic Maneuvers, Extra Heroic Seals
10 +1 Utility Power


Level 1: Heroic Maneuvers[edit]

Benefit: You gain two of the following powers from the Heroic Maneuver List.

Pommel Strike
Crusader Attack 1
You bash your opponent with the hilt of your weapon, maybe next time they'll think twice before standing up to the Crusade.

At-WillWeapon
Free ActionMelee Weapon

Requirement: You must spend one Fervor Die to use this power

Effect: When you attack a creature with a weapon attack, you can expend one Fervor Die to attempt to knock the target down. The basic attack targets Fortitude instead. If you hit, you add the Fervor Die to the attack’s damage roll, and if the target is Large or smaller, you knock the target prone.


Riposte
Crusader Attack 1
An enemies attack is easily turned against them.

At-WillWeapon
Immediate ReactionMelee Weapon

Trigger: An enemy misses you with a Melee Attack.

Requirement: You must spend two of your Fervor Die to use this power.

Effect: When a creature misses you with a melee attack, you can use your Immediate Reaction and expend two Fervor Die to make a melee weapon attack against the creature and add the Fervor Die roll to the damage.


Distracting Blow
Crusader Attack 1
You smash your weapon or shield into your opponent, sending them reeling and leaving them open to attack from your allies.

At-WillWeapon
Free ActionMelee Weapon

Requirement: You must spend a Fervor Die to use this power

Effect: When you hit a creature with a weapon attack, you can expend one Fervor die to distract the creature, giving your allies an opening. You add the Fervor Die to the attack’s damage roll. The target grants combat advantage until the end of your next turn.


Lunging Attack
Crusader Attack 1
You have been taught that your weapon is an extension of your arm, and that sometimes one must reach to strike true.

At-WillWeapon
Free ActionMelee Weapon

Requirement: You must spend one Fervor Die to use this power.

Effect: When you make a melee weapon attack on your turn, you can expend one Fervor Die to increase your reach for that attack by 5 feet. If you hit, you add the Fervor Die to the attack’s damage roll.



Maneuvering Attack
Crusader Attack 1
"Get out of there! You cannot hold the tide of Orcs any longer!"

At-WillWeapon
Free ActionMelee Weapon

Requirement: You must spend a Fervor Die to use this power.

Effect: When you hit a creature with a weapon attack, you can expend one Fervor Die to maneuver one of your comrades into a more advantageous position. You add the Fervor Die roll to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use a free action to shift an amount of squares equal to your Wisdom modifier.


Parry
Crusader Attack 1
You raise your weapon in the nick of time to deflect an oncoming blow.

At-WillWeapon
Immediate InterruptMelee Weapon

Trigger: You are hit by a melee attack

Requirement: You must spend a Fervor Die to use this power.

Effect: When another creature damages you with a melee attack, you can use an immediate reaction and expend one Fervor Die to reduce the damage by the number you roll on your Fervor Die + your Strength modifier.


Rally
Crusader Attack 1
"Let our enemies beware, for I am justice incarnate!"

At-WillWeapon
Minor ActionMelee Weapon

Requirement: You must spend a Fervor Die to use this power.

Effect: On your turn, you can use a minor action and expend one Fervor Die to bolster the resolve of one of your companions. When you do so, choose a friendly creature within 5 squares. That creature gains temporary hit points equal to the superiority die roll + your Wisdom modifier.


Goading Attack
Crusader Attack 1
"Leave them out of this, this is between you and me, fiend"

At-WillWeapon
Free ActionMelee Weapon

Requirement: You must spend a Fervor Die to use this power.

Effect: When you attack a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the Fervor Die to the attack’s damage roll, and if the attacks hits the target takes a penalty to attack rolls equal to your Wisdom modifier on any other target than you.


Level 1: Heroic Seals[edit]

Seals:Seals are the Crusader's version of stances. "Seals" are a type of action which persists until the end of the Encounter or until another Seal is used, though there are some features which allow you to have two Seals active at the same time. Switching a Seal to another is only a minor action, and if you have two Seals active, you can switch both of them in the same minor action.


Seal of Light
Crusader Seal 1
Your attack invigorate you with each blow landed.

At-WillDivine, Seal
Minor ActionPersonal

Effect: You gain temporary hit points equal to your Wisdom modifier whenever you hit with a melee basic attack.


Seal of Blood
Crusader Seal 1
With your life force poured into your weapon, every blow will be even more lethal.

At-WillDivine, Seal
Minor ActionPersonal

Effect: Your melee basic attacks deal extra 1 [W] damage, but you take damage equal to your Strength modifier every time you attack, regardless of hit or miss, this damage cannot be reduced in any way.



Seal of Truth
Crusader Seal 1
Your weapon sets enemies of your god ablaze.

At-WillDivine, Seal
Minor ActionPersonal

Effect: Your basic attacks apply Censure to the target, causing ongoing Radiant and Fire damage per stack of Censure. Each stack deals Ongoing 1 Radiant and Fire damage and the stacks are cumulative. Censure only lasts until the end of your next turn, unless you attack the target on your next turn, which refreshes the duration till the end of the following turn. Censure can only reach 5 stacks.


Seal of Command
Crusader Seal 1
You command the holy energies of your patron to strike down your enemies.

At-WillDivine, Seal
Minor ActionPersonal

Effect: Your basic attacks deal an additional 1d6 radiant damage.

Level 11: 2d6 Radiant Damage

Level 21: 3d6 Radiant Damage


Seal of the Crusader
Crusader Seal 1
Beware the alien, the mutant, the heretic.

At-WillDivine, Seal
Minor ActionPersonal

Effect: Your basic attacks have a +1 bonus to hit.


Seal of Divine Challenge
Crusader Seal 1
Like your brother Paladins, you also can stand in defense of your allies.

At-WillDivine, Seal
Minor ActionPersonal

Effect: Striking an enemy causes them to focus their efforts on you, whenever you hit an enemy; you apply a mark to them, overriding any current mark on the target. The target, while marked, takes a -2 penalty on any attack roll that does not include you as a target. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. In addition, the first time the creature makes an attack roll that doesn’t include you as a target, it takes radiant damage equal to 3 + your Charisma modifier

Level 11: 6+Charisma Modifier

Level 21: 9+Charisma Modifier



Level 2: Utility Power[edit]

Benefit: You gain the Steely Resolve power. You also gain another Seal from the Heroic Seal list.


Steely Resolve Crusader Utility 2
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries.
Encounter Star.gif Divine
Immediate Interrupt Personal
Trigger: You are bloodied by an attack.
Effect: You gain THP equal to your current level+Wisdom modifier. You also gain resist 5/10/15(Per Tier) to all damage until the end of your next turn.



Back to Main Page4e HomebrewPowersCrusader Powers


Level 3: Extra Fervor Die, Extra Heroic Maneuvers[edit]


Arching Strike:

    You Swing you weapon in a wide arc that strikes not one but two creatures within reaching distance 
    Encounter * Divine, Weapon
    Standard Action     Melee Weapon
    Attack: Strength vs. Ac
    Hit: 1[w]+ Strength modifier damage, and the target is marked until the end of your next turn.



Invigorating Blow:

    When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by your power.
    Encounter * Divine, Healing, Weapon
    Standard Action
    Attack: Charisma vs. Ac 
    Hit: 2[w] + Charisma Modifier damage. If you or any allies within 5 squares of you will regain hit points equal to 5+ your Wisdom modifier.

Level 4: Ability Score Increase[edit]

Your constant training hones your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 5: Paladin Daily 5[edit]

Benefit: You can choose a Paladin Daily 5 power or a Paladin Daily 1 power.

Level 6: Utility Power[edit]

Benefit: You can take a Utility power from the Paladin list.

Level 7: Extra Fervor Die, Extra Heroic Maneuvers, Extra Heroic Seals[edit]

Benefit: You now have a total of 6 Fervor Die, you learn another maneuver off the Heroic Maneuver list, and you learn another Seal off the Heroic Seal list.

Level 8: Ability Score Increase[edit]

You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.

Level 9: Extra Heroic Maneuvers, Extra Heroic Seals[edit]

Benefit: You learn another maneuver off the Heroic Maneuver list, and you learn another Seal off the Heroic Seal list.

Level 10: Utility Power[edit]

Benefit: You gain a Utility Power from the Paladin list.

Paragon Crusader[edit]

Level Feats Known Class Features and Powers
11 +1 Ability score increase
Paragon Path Features
Paragon Path Power
12 +1 Paragon Path Power
13 7 Fervor Die
14 +1 Ability score increase
15
16 +1
Paragon Path Feature
17 9 Fervor Die
18 +1 Ability score increase
19
20 +1 Paragon Path Power

Level 11: Ability Score Increase[edit]

Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.

Level 11: Paragon Path Features[edit]

Benefit: You gain the level 11 features of your chosen paragon path.

Level 11: Paragon Path Power[edit]

Benefit: You gain the level 11 power of your chosen paragon path.

Level 11:[edit]

Benefit:

Level 12:[edit]

Benefit:

Level 12: Paragon Path Power[edit]

Benefit: You gain the level 12 power of your chosen paragon path.

Level 13:[edit]

Benefit:

Level 14: Ability Score Increase[edit]

Each new challenge only makes you stronger in body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 14:[edit]

Benefit:

Level 15:[edit]

Benefit:

Level 16:[edit]

Benefit:

Level 17:[edit]

Benefit:

Level 18: Ability Score Increase[edit]

You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.

Level 18:[edit]

Benefit:

Level 19:[edit]

Benefit:

Level 20: Paragon Path Power[edit]

Benefit: You gain the level 20 power of your chosen paragon path.

Epic Crusader[edit]

Level Feats Known Class Features and Powers
21 +1 Ability score increase
Epic Destiny Feature, 11 Fervor Die
22 +1
23 13 Fervor Die
24 +1 Ability score increase
Epic Destiny Feature
25
26 +1 Epic Destiny Power
27 15 Fervor Die
28 +1 Ability score increase
29
30 +1 Epic Destiny Feature

Level 21: Ability Score Increase[edit]

You are an epic hero now, and your physical and mental acuity exceed all mortal limits.
Benefit: Each of your ability scores increases by 1.

Level 21: Epic Destiny Feature[edit]

Benefit: You gain the level 21 feature of your chosen epic destiny.

Level 21:[edit]

Benefit:

Level 22:[edit]

Benefit:

Level 23:[edit]

Benefit:

Level 24: Ability Score Increase[edit]

The threats of the epic challenges you face are countered by the perfection of your body and mind.
Benefit: You increase two ability scores of your choice by 1.

Level 24: Epic Destiny Feature[edit]

Benefit: You gain the level 24 feature of your chosen epic destiny.

Level 24:[edit]

Benefit:

Level 25:[edit]

Benefit:

Level 26: Epic Destiny Power[edit]

Benefit: You gain the level 26 power of your chosen epic destiny.

Level 26:[edit]

Benefit:

Level 27:[edit]

Benefit:

Level 28: Ability Score Increase[edit]

Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.
Benefit: You increase two ability scores of your choice by 1.

Level 28:[edit]

Benefit:

Level 29:[edit]

Benefit:

Level 30: Epic Destiny Feature[edit]

Benefit: You gain the level 30 feature of your chosen epic destiny.

Level 30:[edit]

Benefit:


Heroic Feats[edit]

Feat Prerequisites Benefits
Heaven's Fervor Crusader Class, Fervor Die Feature Your Fervor die increases to a D8.
Improved Seal of Command Seal Feature, Seal of Command Your Seal of Command increases to a d8.
Devoted Bulwark Crusader Class If an enemy attacks you with a melee attack, you gain a +1 bonus to AC until the start of your next turn.
Extra Maneuver Crusader Class, Maneuver Class Feature You can learn an additional Maneuver.
Extra Seal Crusader Class, Seal Class Feature You can Learn an additional Seal
Improved Seal of Blood Seal Class Feature, Seal of Blood When you have Seal of Blood active, you can critically strike on a roll of 19-20. If you can already critically strike on a roll of 19-20, you can critically strike on a roll of 18-20. If you can already critically strike on a roll of 18-20, you can critically strike on a roll of 17-20.
Improved Seal of the Crusader Seal Class Feature, Seal of the Crusader While active, this Seal also grants you a +1 speed bonus.
Improved Seal of Divine Challenge Seal Class Feature, Seal of Divine Challenge While Seal of Protection is active, you also gain the Crusader’s Gaze Power.

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