Crusader
Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 100
Feat Slots: 5
Weapons: Battleaxes, Greataxes, Axestaves, Staves
Tools: None
Saving Throws: CON, INT
Skills: Choose two from Arcana, Athletics, Intimidation, Medicine, Perception, Religion
All allies gain +50% DEF for 2 rounds. All existing positive buffs are extended by 1 round.
A magical field surrounds you, keeping nearby allies safe. Gain 3 uses of Protector’s Instinct, replenishing at the start of your turn. When an enemy makes an attack on an ally within 5 feet of you, you can expend 1 Protector’s Instinct to redirect the attack to you instead.
You know how to cast spells through the use of your axestaff. You prepare the list of Crusader spells that are available for you to cast, choosing from the Crusader spell list. When you do so, choose a number of Crusader spells equal to your INT modifier + half your Crusader level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You may change your list of prepared Crusader spells after a long rest.
Your spell slot chart is the same as Paladin and Ranger: consult their charts to see how many spell slots you have at each level.
Your weapon attacks are imbued with a spell that draws the enemy’s attention. The last enemy you attacked on your turn, if you attacked any, must make a DC 14 + your INT + Prof CHA save before making an attack with single targeting. On fail, they must attack you.
Any damage taken from attacks redirected onto you is reduced by 1 hit die.
Gain a pool of Free Mana equivalent to your Crusader level / 2. Reset this pool to 0 after a Long Rest. Whenever you slay an enemy, land a critical hit, or successfully redirect an attack using Protector's Instinct, add 1 to this pool. You may use Free Mana to regain spent spell slots, with the number of Free Mana spent equivalent to the level of the slot. While you have any spells active that are level 4 or higher, you cannot generate Free Mana.
So long as at least two non-KO allies remain within 5 feet of you, gain the effects of Morale (I).
The radius of your Protector's Instinct increases to 10 feet, and your pool of Protector's Instinct increases to 5.
While you have < 40 THP, whenever you deal damage with your Axestaff, gain half of the damage dealt as temp HP (without exceeding 40 THP).
You may choose to consume an Ability Action alongside the normal Movement Action cost when you take the Guard action. Doing so causes your guard roll to roll at advantage.
Spend 1 action to remove 1d2 stacks of Stagger and Stun from any allies within 5 feet of you.
Spend Free Mana equivalent to half the level of the spell slot level of a spell (minimum 1, rounded up) to increase its duration by 1.
For every 5 Free Mana you have, the CRR on your Axestaff's attacks is reduced by 1.
Once per long rest, when you sustain an attack that whose damage is greater than your remaining HP and you would end up KO'ed, completely empty your Free Mana pool and grant yourself Nd10 THP, where N = the amount of Free Mana removed. Afterwards, sustain the attack like normal.
HP Bonus: Ld6+L*CON
TP: 100
Feat Slots: 5
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, ShieldsWeapons: Battleaxes, Greataxes, Axestaves, Staves
Tools: None
Saving Throws: CON, INT
Skills: Choose two from Arcana, Athletics, Intimidation, Medicine, Perception, Religion
Abilities
Ultimate Ability: Everlasting Blessing
Rarity: Rare | UP: 55 | ZP: 1 | ZL: 0 | Cost: 3 TPAll allies gain +50% DEF for 2 rounds. All existing positive buffs are extended by 1 round.
Protector's Instinct I
Level 1 | CC: Crusader | Rarity: Uncommon | Cost: 0 TPA magical field surrounds you, keeping nearby allies safe. Gain 3 uses of Protector’s Instinct, replenishing at the start of your turn. When an enemy makes an attack on an ally within 5 feet of you, you can expend 1 Protector’s Instinct to redirect the attack to you instead.
Spellcasting (Crusader)
Level 2 | CC: Crusader | Rarity: Uncommon | Cost: 10 TPYou know how to cast spells through the use of your axestaff. You prepare the list of Crusader spells that are available for you to cast, choosing from the Crusader spell list. When you do so, choose a number of Crusader spells equal to your INT modifier + half your Crusader level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You may change your list of prepared Crusader spells after a long rest.
Your spell slot chart is the same as Paladin and Ranger: consult their charts to see how many spell slots you have at each level.
Enmity
Level 3 | Rarity: Uncommon | Cost: 3 TPYour weapon attacks are imbued with a spell that draws the enemy’s attention. The last enemy you attacked on your turn, if you attacked any, must make a DC 14 + your INT + Prof CHA save before making an attack with single targeting. On fail, they must attack you.
Class Feat Slot I
Level 4 | CC: CrusaderProtector's Grit
Level 5 | Rarity: Uncommon | Cost: 2 TPAny damage taken from attacks redirected onto you is reduced by 1 hit die.
Free Mana
Level 6 | Rarity: Legendary | Cost: 6 TPGain a pool of Free Mana equivalent to your Crusader level / 2. Reset this pool to 0 after a Long Rest. Whenever you slay an enemy, land a critical hit, or successfully redirect an attack using Protector's Instinct, add 1 to this pool. You may use Free Mana to regain spent spell slots, with the number of Free Mana spent equivalent to the level of the slot. While you have any spells active that are level 4 or higher, you cannot generate Free Mana.
Protector's Morale
Level 7 | Rarity: Legendary | Cost: 4 TPSo long as at least two non-KO allies remain within 5 feet of you, gain the effects of Morale (I).
Class Feat Slot II
Level 8 | CC: CrusaderProtector's Instinct II
Level 10 | REQ: Protector's Instinct I | Rarity: Uncommon | Cost: 1 TPThe radius of your Protector's Instinct increases to 10 feet, and your pool of Protector's Instinct increases to 5.
Protective Siphoning
Level 10 | CC: Crusader | Rarity: Rare | Cost: 4 TPWhile you have < 40 THP, whenever you deal damage with your Axestaff, gain half of the damage dealt as temp HP (without exceeding 40 THP).
Defensive Guard
Level 11 | Rarity: Uncommon | Cost: 1 TPYou may choose to consume an Ability Action alongside the normal Movement Action cost when you take the Guard action. Doing so causes your guard roll to roll at advantage.
Class Feat Slot III
Level 12 | CC: CrusaderProtector's Aid
Level 14 | Rarity: Uncommon | Cost: 3 TPSpend 1 action to remove 1d2 stacks of Stagger and Stun from any allies within 5 feet of you.
Spell Overcharge
Level 15 | REQ: Free Mana | Rarity: Legendary | Cost: 5 TPSpend Free Mana equivalent to half the level of the spell slot level of a spell (minimum 1, rounded up) to increase its duration by 1.
Class Feat Slot IV
Level 16 | CC: CrusaderOverflowing Mana
Level 18 | REQ: Free Mana | CC: Crusadser | Rarity: Rare | Cost: 6 TPFor every 5 Free Mana you have, the CRR on your Axestaff's attacks is reduced by 1.
Class Feat Slot V
Level 19 | CC: CrusaderProtector's Will
Level 20 | REQ: Free Mana | Rarity: Exotic | Cost: 5 TPOnce per long rest, when you sustain an attack that whose damage is greater than your remaining HP and you would end up KO'ed, completely empty your Free Mana pool and grant yourself Nd10 THP, where N = the amount of Free Mana removed. Afterwards, sustain the attack like normal.
Spell List
1st Level
- Bane
- Ballad of Healing:
[Abjuration, 1 action, 60 feet, 3 targets, VS, No duration]
3 targets heal HP equivalent to 1 hit die + your INT.
At Higher Levels: Increase the healing output and target count by 1 hit die for each level above 1st. - Bless
- Blessing of War:
[Enchantment, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets deal 1 additional die + your INT of damage with their attacks.
At Higher Levels: Increase the number of additional dice to 2 at Level 2, and 3 at Level 3, as well as increasing the number of targets for each additional level above 1st. - Detect Evil and Good
- Detect Magic
- Protection from Evil and Good
- Purify Food and Drink
- Shield
- Shield of Faith
- Ward of Protection:
[Abjuration, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets take reduced damage equivalent to 1 hit die + your INT.
At Higher Levels: Increase the damage reduction to 2 hit dice at Level 2, and 3 hit dice at Level 3, as well as the target count by 1 for each level above 1st.
2nd Level
- Blessing of Regeneration:
[Enchantment, 1 action, 60 feet, 3 targets, VS, 3 turn duration]
3 targets heal 1 hit die + your INT at the start of their turn.
At Higher Levels: Increase the output by 1 hit die and increase the target count by 1 for each level above 2nd. - Enhance Ability
- Enchantment of Sure Footing:
[Abjuration, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets gain advantage + 5 on rolls against knockback, being knocked prone, and other crowd control for 1 turn.
At Higher Levels: Increase the modifier of the saving throw by +1, as well as the number of targets by 1 for each level above 2nd. - Hold Person
- Lesser Restoration
- Magic Weapon
- Warding Bond
- Ward of Ironskin:
[Abjuration, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets gain 50% resistance to critical hits for 1 turn.
At Higher Levels: Increase the resistance by 15% as well as the target count by 1 for each level above 2nd.
3rd Level
- Beacon of Hope
- Dispel Magic
- Divine Barrier:
[Abjuration, 2 actions, 15 feet, AOE, VS, 1 turn duration]
Summon a spherical shield with a 15 meter radius at your position. The shield is as tough as a steel blast door and blocks incoming physical and magical projectiles. Creatures may freely move through the barrier, and it is 90% transparent with a slight blue tint.
At Higher Levels: Increase the radius of the barrier by 15 feet for each level above 3rd. - Enchantment of Morale:
[Abjuration, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets gain Morale (I) (1)
At Higher Levels: Increase the target count by 1 for each level above 3rd. - Remove Curse
- Ward of Shielding:
[Abjuration, 1 action, 60 feet, 3 targets, VS, No duration]
3 targets gain 3d12+ your INT of temp HP.
At Higher Levels: Increase the temp HP gain by 2d12 and the target count by 1 for each level above 3rd.
4th Level
- Banishment
- Blessing of Rejuvenation:
[Enchantment, 2 actions, 60 feet, 3 targets, VS, 1 turn duration]
3 targets gain Auto-Revive (I) (1).
At Higher Levels: Increase the Auto-Revive effect by 2 stacks, as well as the target count by 3 for each level above 4th. - Divine Luck:
[Enchantment, 1 action, 60 feet, 3 targets, VS, 1 turn duration]
3 targets cannot roll nat 1s, and instead reroll the die if it lands as a nat 1.
At Higher Levels: Increase the target count by 3 for each level above 4th.
5th Level
- Blessing of Sure Strikes:
[Enchantment, 1 action, 60 feet, 6 targets, VS, 1 turn duration]
6 targets gain a -19 CRR when landing weapon attacks. - Blessing of Swiftness:
[Enchantment, 1 action, 60 feet, 6 targets, VS, 1 turn duration]
6 targets gain one additional movement action on their turn. - Wall of Stone
Comments