Fighter, Crusader Martial Archetype

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Fighter, Crusader Martial Archetype

The archetypal Crusader balances their incredible martial prowess with divine blessings in the form of clerical magic. Crusaders enhance their thorough training with martial weapons with divine spellcasting to both aid their allies with magical enhancements and healing, as well as rain down holy fire and judgement upon their enemies. Their zealous devotion to the gods both inspires comrades in arms, as well as terrifies foes on the battlefield.

Spellcasting

When you reach 3rd level, your devotion to a divine force has granted you spiritual power to augment your combat prowess. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Crusader Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Crusader Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Fighter Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Bonus Proficiencies

At 3rd level, you gain proficiency in Religion.

Zeal

At 3rd level, your fervor and conviction are displayed in obvious ways to those around you. You may use this feature to add your Wisdom modifier to any Charisma-based ability check you make. You may choose to use this feature after you roll, but before the DM has dictated the result. You cannot use this feature again until after completing a short or long rest.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Conviction

By 10th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Righteousness

At 10th level, if you fail a Saving Throw you may choose to reroll and add your Wisdom modifier as well to the Saving Throw. You must use the new result. If you use this feature on a Wisdom Saving Throw, you instead double your Proficiency for that roll. You cannot use this feature again until after completing a long rest.

Justice
At 15th level, when an ally you can see within 30 feet of you is attacked by a melee attack, you may use your reaction to immediately move to an unoccupied space within 5 feet of both the attacker and the target. Your ally immediately gains +2 AC, before the attack is determined as having succeeded or failed.

Regardless of the outcome of the enemy's attack, you may immediately make a melee attack against the attacker, adding your Wisdom modifier to the attack. On a hit, you may add an additional 3d10 radiant damage to the damage roll.

You must complete a long rest before you are able to use this feature again.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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