Crusader

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Crusader

A badly injured Elf in plate armor stands toe to toe with a minotaur, the beast goading its newest pray after it mauled his allies. With a swoop of its greataxe, the horned creature strikes true, the weapon digging deep through the shoulder and breaking the collarbone. With his last breath the knight utters, "By the glory of Corellon, you shall be judged before I leave this world" as he plunges his longsword into the creatures gut, rending through his body until the tip of the blade protrudes between the monsters shoulders, both of them collapsing to the ground in a puddle of blood.

As a red dragon is laying fiery devastation to her village, a gray haired veteran attempts one last stand. Seeing that her fellow villagers are trembling from fear of the gargantuan beast, she raises her spear and shouts: "Pelor be our guide, for we shall not fail! Some may find their death in the ashes today, but I promise you that your families will see the sun rise once again". Standing tall and with a thundering cheer, the whole crowd charges into the blazing inferno.

A lonesome dwarf stands watching as his friends slowly begin turning to stone beneath the gaze of a medusa. As he grips his maul, he feels the petrifaction taking ahold of him as well. The serpent maned witch smiles, sure of her victory as, to her amusement, the dwarf makes a slow advance. Taking heavy steps as stone begins to form on his very skin, the dwarf raises his hammer, looking the monstrosity right in her eyes as his blow smashes her skull, the snakes on her head managing only one pitiful last hiss.

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.

He 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.

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 lead their allies and channel the divine energies of their cause, but in a raw, untamed manner.

Divine Mettle

In moments of greatest need, your faith shines through - your zeal and devotion giving you unmatched resilience.

Starting at 3rd level you gain proficiency in the Religion skill. If you are already proficient with it, your bonus is doubled whenever you are required to make a an ability check that uses this proficiency.

Additionally, whenever you would have to make a saving throw versus a spell or effect that would leave you charmed, frightened or possessed, you may choose to make a Religion skill check instead.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spellcasting focus. You can use a holy symbol as a spellcasting focus for your spells.

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.The Spells Known column of the Crusader Spellcasting table shows when you learn more Cleric spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. 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.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells, since you learn your spells through study and devotion. 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 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

Crusader Spellcasting Table
Figter 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

Furious Counterstrike

Divine energy flows through you, giving you the ability to retaliate and smite your foes when all odds are against you.

Starting at 7th level, whenever you hit a creature with a weapon attack, you may add your Wisdom modifier as a bonus on the damage roll if the creature has damaged you since the end of your last turn.

Steely Resolve

You are an unstoppable force, refusing to stand down through both your martial might and sheer power of will.

Beginning at 10th level, you have proficiency in death saving throws. Additionally, whenever you use your Indomitable class feature and succeed on the rerolled saving throw, you immediately gain a number of temporary hit points equal to your Fighter level.

Order Forged From Chaos

Your steadfast focus and inspiring determination combined with your mere presence are a beacon to all your allies.

Beginning at 15th level, whenever you activate your Second Wind class feature, a number of allies equal to your Wisdom modifier may immediately use their reaction to either move up to half their speed or reroll a saving throw against a spell or effect that is currently causing them to be charmed or frightened.

The allies must be within 60 feet of you and either see or hear you in order to benefit from this feature.

Zealous surge

You are a sliver of divinity, using moments of divine inspiration to guide you through battle.

At 18th level, you can use Second Wind twice before a rest, but only once on the same turn.

Additionally, whenever you activate your Second Wind class feature, you have advantage on all attack rolls until the start of your next turn.

A variant to the Eldritch Knight

The purpose of this subclass is to provide an alternative to the arcane "gish" that is the Eldritch knight. Thus, the modeling of the class forms a familiar pattern but takes inspiration from the Crusader from the Tome of Battle of 3.5e. I know that the Crusader of wasn't a caster but relied on maneuvers granted by divine inspiration. Taking in account that there isn't a 1/3 divine caster in this edition; that using maneuvers would step on the Battle Masters proverbial toes; and that the Crusader was always tied to the divine power source, I decided for this route. To emphasize that it's a melee combatant first and foremost, I opted for the features it gains to be less casting focused than that of the Eldritch Knight. I also decided not to limit access to certain schools of magic in a way that the Eldritch knight faces restrictions - the cleric spell list isn't as vast or utilitarian as the wizard one. Hope you enjoy it!

Credits and Thanks
  • Artwork source: https://www.pinterest.com/pin/313070611577973239/

  • Big thanks to the Reddit/UnearthedArcana community for their feedback and to GMbinder for developing and maintaining such a great tool.

  • WoTC for the Crusader class in Tome of Battle - parts of which were borrowed for the flavor intro and the naming of class features

 

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