5e Crusader V2.0 public

Class Features

Hit Points

1D10

Proficiencies

Armor All Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools None

Saving Throws: Constitution, Charisma

Skills: Choose 2 from; Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, Ride

Equipment

Start with the following plus what is granted by background

  • (A) a martial weapon and a shield of (B) two martial weapons’

  • (A) 5 javelins or (b) any simple melee weapon

  • (A) a priest;s pack or (b) an explorer's pack

  • Chainmail and a Holy Symbol

level

Prof bonus

features

Stances Known

Stance Durations

Furious Counterstrike pool

1

+2

Fighting style, Furious counterstrike

0

0

5

2

+2

Offering of Devotion, Divine Smite, Divine Stance?

2

2

5

3

+2

Combat Superiority

2

2

5

4

+2

Ability Score Improvement

2

3

10

5

+3

Extra Attack

2

3

10

6

+3

2

3

10

7

+3

Divine Inspiration

2

4

10

8

+3

Ability score improvement

3

4

15

9

+4

Divine Smite improvement, Always on guard

3

4

15

10

+4

3

4

15

11

+4

Extra Attack

3

4

15

12

+4

Additional stance use, Ability score improvement 

3

5

20

13

+5

3

5

20

14

+5

Iron Heart Surge

4

5

20

15

+5

Divine inspiration +1

4

5

20

16

+5

Ability Score Improvement

4

5

25

17

+6

Additional stance use, 

4

6

25

18

+6

4

6

25

19

+6

Ability Score Improvement

4

6

25

20

+6

Immortal Fortitude

5

7

30

Level 1

Fighting Style: at 1st level you adopt a style of fighting as your specialty. Choose one of the following options. 

Defense While you are wearing armor, you gain a +1 bonus to AC

Dueling When you are wielding a melee weapon in one hand and no other weapon you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting  when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new result. The weapon must have the two-handed or versatile property for you to gain this benefit

Protection When a creature you can see attacks a target other than you that is within 5 ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Furious Counterstrike

The Crusader’s devotion and divine protection allow them to shrug off some of the effects of enemy attacks for a time. The Crusader gains a delayed damage pool of 5, (pool increases by 5 at 4th 8th 12th 16th and 20th level when the crusader takes damage it first goes into the delayed damage pool. Excess damage takes effect immediately. The damage in the pool will take effect at the end of the crusaders following turn. If the crusader receives healing while damage is in the pool they may decide weather to heal themselves or remove damage from the pool.

Depending on how much damage is in the pool the crusader will receive a bonus to the attacks they perform that turn according to the table

Lv and pool max

Damage in delayed pool

Bonus to Damage

1-5  4-10

1-9

+1

8-15 12-20

10-19

+2

16-25

20-24

+3

20-30

25-30+

+4

2nd level

Offering of Devotion

Sometimes a crusader can go beyond ignoring damage for the moment and offer their pain up to their god as a sign of devotion. Starting at second level a Crusader can purge their charisma modifier worth of damage from their delayed damage pool as a bonus action 2 times per short rest. The number of uses of this feature increases by 1 at 6th 10th 14th and 18th level.

Divine Smite

2x per long rest the crusader can call upon their god to deal an additional 2d8 radiant damage to a target foe with their attack. Deal an additional 1d8 if the target is undead or a fiend. Increase to 3x per long rest to deal 3d8 radiant damage at level 9

3rd level

Combat Superiority

Maneuvers You learn three maneuvers of you choice, which are detailed on pg 74 of the player's handbook. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at 7th 10th and 15th level. Each time you learn new maneuvers you can also replace one maneuver you know with a different one.

Superiority dice You have 4 superiority dice which are d8’s. A superiority dice is expended when you use it. You regain all of you expended superiority dice when you finish a long or short rest. You gain an additional superiority die at 7th and 10th level

Improved combat Superiority  At 10th level your superiority dice turn into d10’s at 18th level they turn into d12s

Divine Stances

At  2nd level the crusaders connection with their god grows deeper and that god grants them greater battle field prowess as well as some spell like abilities in the form of divine stances to hold during battle. A stance can be initiated with a bonus action and can be held for up to a minute before the crusader must either release it, renew it as a bonus action, or replace it with a new stance as a bonus action. A crusader at 2nd level knows two stances from the list below that they meet the prerequisites for. At levels 8, 14, and 19 they learn 2 additional maneuvers. When you gain a new level in this class you may choose one stance you know and replace it with another. 

Iron Guard Stance: You ready yourself to act with the greatest speed to defend your allies. While in this stance you gain a second reaction that can only be used for the purposes of attacks of opportunity (Low Level)

Martial Spirit: While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing. (Low Level)

Stone Bones: while this stance is activated user gains resistance to bludgeoning, slashing, and piercing damage (Low Level)

Wolf Pack Tactics While this stance is active allies which melee attacks an enemy within 5ft of them that you threaten deals an additional 2 damage (Low Level)

Press the Advantage: While in this stance if an enemy makes the withdraw action you may use your reaction to take a 5ft step to remain adjacent to them. (Mid Level)

Bolstering Voice  Allies within 60 feet gain your charisma modifier as a bonus on wisdom and charisma saving throws (Mid Level)

Leading the Charge:Allies within 60 feet of you gain 1/4 your Crusader level rounded down in bonus damage for attacking after moving 20 feet or more (Mid Level

Giant’s stance: You tap deep into the roots of the earth and hold balance on swings that would leave others falling over. Deal an additional 1d6 of damage with every swing. Movement drops to half (Mid Level)

Covering Stance: Your blows force the enemy on the defensive, buying critical moments for your allies. While in this stance enemies you successfully attack cannot take attacks of opportunity against your allies. (Mid Level)

Swarm Tactics:  Allies gain advantage against enemies adjacent to you (High level)

Stance of perfect Order: The tip of your weapon glows faintly, tracing out a divine rune of perfect order as you settle into this stance. While in this stance once per round you may treat 1 of your d20 rolls as an 11. You must declare that you are doing this before you roll (High Level)

Stance of utter Chaos: The tip of your weapon glows faintly, tracing out a divine rune of Chaos as you settle into this stance. While in this stance when a weapon damage die rolls its maximum value you may roll that die again and add it to your total damage. You may continue to do this as long as the die continues to roll its highest value (High Level)

Stance of Great Triumph: A soft glow of golden radiance emanates from you, each blow you strike against evil invigorates and drives you onwards. While in this stance you and one ally within 10 feet gain 3 hit points for each successful attack. (High Level)

5th level

Extra attack: starting at 5th level you can attack twice, instead of once, whenever you take the attack action.

7th level

Divine Inspiration: Through calling out to your god you may if you have no Superiority dice left you may regain 1 as a bonus action. This feature can be used once per day. This increases to 2 times per day at 15th level

9th level

Always on guard: The long campaigns with constant danger have sharpened your ability to react. You have learned to continuously maintain your Iron Guard stance and blend it with your others. No matter what stance you take you also gain the benefits of Iron Guard stance. You no longer need Iron Guard Stance as a learned stance

14th level

Iron Heart Surge Beginning at 14th level you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature 2x per day

20th level

You learn the stance Immortal Fortitude, you are granted an additional stance slot and stance use as well

Immortal Fortitude: Despite Grave wounds you fight on past when others would fall. While in this stance you cannot be killed or incapacitated by effects or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Fortitude save with a DC equal to your negative hit point total. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining. This stance provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless. After you attempt three saving throws to avoid death or unconsciousness, this stance automatically ends. You can activate it again on your turn as normal. Even the toughest crusader can endure only so much punishment.

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