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Crusader

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Hit Die: d10

Armor: All, Shields


Weapons: All
Tools: None
Saves: Wisdom, Charisma
Skills: 2 from Persuasion, Intimidation, Insight, Athletics, Religion,
History

Multiclass: Light and Medium armor, Shields, All weapons


Lvl1 Heavenly Pact
Make a pact with higher being(either good, neutral or evil) from which you derive many of your
powers.
Lvl1 Aura Warrior
You choose 4 auras from the list and can have up to 2 active at a time, you can change the active ones
as a bonus action. The auras has a range of 15ft. The range, number known and number active of the
auras increases by 5,2,1 respectively on levels 5,9,13,17.
Lvl2 Fighting Style
Choose a fighting style from the Fighter’s list
LVl2 Smite
You have a number of smites equal to you CHA modifier per long rest. The damage of each smite is
2d8 and the damage type depends on you Pact. Your smites gain an extra d8 at levels 5,9,13,17.
Lvl3 Otherworldly Gifts
You gain gifts from your pact to empower you. You start with 2 gifts and gain an extra 1 gift every 2
levels thereafter.
Lvl5 Extra Attack
Lvl7 Divine Guidance
You regain your smites on a short rest or long rest.
Lvl11 Imbue Strikes
You deal an extra 1d8 of your smite damage on melee attacks.

Heavenly Pacts
Celestial
Radiant Smite
Lvl1 Hands of a Healer
You gain a number of d8s that recharge on a long rest equal to your Lvl. As an action you can use any
number of them to heal a creature you touch. The die becomes d10 on lvl8 and d12 on lvl15.
Lvl6 Searing Vengeance
When you are brought to 0 HP and not killed outright you instead drop to 1 HP and all hostiles withing
30ft of you take 10+your CHA radiant damage and are blinded for 1 turn. You can use this ability once
per long rest. You gain another use of this ability on lvl14.
Lvl10 Celestial Resistance
Whenever you finish a short or long rest you gain temp Hp equal to your Crusader lvl+your CHA and
you can choose up to five creatures to gain temp Hp equal to half your Crusader lvl+your CHA.
Raven Queen
Necrotic Smite
LVL1 Sentinel Raven
You gain a raven familiar. While the raven is withing 30ft of you your passive and active perception
gains a bonus equal to your CHA and you also gain a Darkvision of 90ft. You can see through it’s eyes
if you choose to as long as it is within 1000ft of you. If the raven dies you can bring it back at the end
of a short or long rest.
Lvl6 Soul of the Raven
As an action you can merge and become your raven until you choose to return to your original form(no
action) or you drop to 0 Hp. You gain all the benefits of Sentinel Raven and you use the physical stats
and speed of your raven but keep your Hp and mental stats.
Lvl10 Raven’s Champion
You gain advantage against attack rolls and saving throws against undead. Also you gain resistance to
necrotic damage.
Great Old One
Psychic Smite
Lvl1 Awakened Mind
You can talk telepathically to any create in a 90ft radius. You gain resistance to psychic damage and
advantage against charm spells.
Lvl6 Psychic Retribution
When a creature fails a spell that target’s only you you can use your reaction to deal psychic damage
to it equal to your CHA.
Lvl10 Hive Mind
As an action you can open your awakened mind and as long as you maintain concentration, as if on a
spell, for the next hour you are as if under the effect of Detect Thoughts. Also being invisible from you
doesn’t work in terms of advantage, disadvantage and surprise. You can use this ability twice per long
rest.
Great Wyrm
Elemental Smite(your element)
Lvl1 Elemental Attunement
After a long rest pick between fire, cold, lightning, acid, poison. You gain resistance to that element
and your smite damage changes to it until you change it after a long rest.
Lvl6 Dragon Breath
As a bonus action you can exhale either a 30ft line or a 15ft cone destructive wave of your element
dealing your smite dice damage to any creature that fails a dexterity save against your CHA+PB+8
and half on a successful one. You can use this ability CHA times per long rest.
Lvl10 Draconic Wings
As a bonus action you can manifest a pair of elemental wings that give you a flying speed equal to
your walking speed. You can dismiss them as a free action.
Fiend
Fire Smite
LVL1 Soul Snatcher
As a reaction when a creature dies within 30ft of you can snatch a portion of it’s soul and create a soul
crystal, you can have a number of soul crystals up to you CHA that vanish after 8 hours. By smashing
that soul crystal as a bonus action you can get one of the following benefits:
You gain Temp HP equal to your Crusader lvl+ CHA
You may learn one information the soul knew
You gain +1 to your next attack roll
Your next attack deals an extra 1d4 weapon Dmg
LVL6 Fiendish Resilience
After a long rest you may choose one Dmg type. You become resistant to it until you choose a different
one.
LVL10 Higher Devil
Any fiend whose CR is lower than your lvl must succeed on a WIS save against your spell DC or obey
any command you give it for one round.
Auras
Aura of Solidarity
When an allied creature takes damage, the damage they would take is reduced by an amount equal to
your Charisma modifier (minimum of 1).

Aura of Warding
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures have
resistance to damage from spells.

Aura of Crowns
Your law and righteousness improves the world and allies around you. When creatures of your choice
succeed on a saving throw against a condition. They may regain hit points equal to your Charisma
modifier (minimum of 1), a creature may only benefit from this once per round. Additionally non-
magical food and drink within your aura is rendered free of poisons and diseases.

Aura of the Guardian


You can shield others from harm at the cost of your own health. When a creature within takes damage,
you can use your reaction to magically take that damage, instead of that creature taking it. This
feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t
be reduced in any way.

Aura of Conquest
You constantly emanate a menacing aura while you’re not incapacitated. The aura extends from you in
every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0
while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its
turn there.

Aura of Protection
Whenever you or a friendly creature must make a saving throw, the creature gains a bonus to the
saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious
to grant this bonus.

Aura of Health
Whenever you or a friendly creature within this Aura restores hit points, the number of hit points
restored increases by an amount equal to your Charisma modifier (minimum of +1). Additionally, you
and friendly creatures that rest with you regain all of your expended hit dice during a long rest, rather
than only half.

Aura of Discovery
Your senses are heightened. You can expend a use of your Divine Sense feature to cast detect
magic or identify without expending a spell slot. Additionally, you and friendly creatures within this
Aura can see invisible creatures and objects that are also within the Aura.

Aura of Courage
You exude a will of confidence. You and friendly creatures within this Aura have advantage on saving
throws to resist being Charmed, Stunned, or Frightened.
Aura of Ruin
Hostile creatures treat the spaces in your Aura as if they were difficult terrain. Also, for hostile
creatures within this Aura, it costs twice as much movement to stand up from being prone.

Aura of Violence
Your will incites violence. When a hostile creature within this Aura is hit with a weapon attack, it takes
additional weapon damage equal to your Charisma modifier (minimum of +1)

Aura of Vigilance
You are always watching for foes to appear. You and friendly creatures that roll initiative within your
Aura gain a bonus to the roll equal to your Charisma modifier (minimum of +1).
Aura of Accuracy
You and friendly creatures within this Aura score a critical hit on a roll of 19 or 20 on the d20. A
creature that already has a feature that expands their critical range, such as a Champion fighter, does
not benefit from this Aura.

Otherworldly Gifts
Bound Weapon
You can manifest a weapon out of thin air. You use your CHA for attack and damage with it.
Additionally you can use this feature to bind any weapon to you.

Divine Presence
You gain proficiency with Persuasion and Intimidation. If you are already proficient with anyone one of
these then that skill gains expertise.
Holy Rider
Lvl5 You can cast the Find Steed spell for free once per long rest.

Draconic Leap
Lvl5 As a bonus action, you briefly summon spectral wings. You gain a flying speed equal to twice
your walking speed until the end of the current turn. This can be used proficiency bonus times per day.

Divine Sight
You can see both in regular and magical darkness to a distance of 120ft.

Tongues
You can speak and read any language.

Lifedrinker
Lvl9 You can deal extra radian or necrotic damage(choose when you get this gift) equal to your CHA on
weapon hit.

Distant Justice
You can use your smites on ranged weapon attacks.

The Oldest Weapon


Your unarmed strikes now use your CHA for attack and damage. Also you can use your smites on
unarmed attacks.

Divine Strength
You add your CHA to any Athletics and Acrobatics check, speed and jump distance. Also your carrying
capacity and weight you can lift is double

Faithful
You learn the Thaumaturgy and Guidance cantrips.

War Skin
When you kill a creature you gain temp Hp equal to your CHA

Of Beast and Men


Lvl5 You can polymorph to any creature of cr 1/3 your lvl once per long rest. You maintain this form
until you drop to 0 Hp or dismiss it as a free action. The creature must be a beast, monstrocity, fiend or
celestial.

Divine Scholar
You can cast Detect Magic and Identify for free.

Cosmic Smite
Your smite damage becomes force and when you smite a creature you can choose to push it 10 feet to
any direction.

Higher Possession
Lvl11 You can cast Dominate Person twice per long rest.

Feats
Commanding Presence: You learn 2 Crusader Auras. You can have
one of them active at a time.
Minor Gift: You learn 1 Otherwordly Gift.

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