Crusader

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Crusader Archetype

The archetypal Crusader combines his knowledge of martial mastery common to all fighters with an unswerving, undiluted faith. They reach out to their god to answer the situations that mere weapons cannot answer for.

There are two versions of this archetype in the following document. The first version relies heavily on divine domains, adding extra complexity and stepping on certain design traits of 5E.

Version One

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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.

For example, if you know the 1st-level spell Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.

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 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

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

Crusader Spellcasting

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

Divine Domain

There are many gods, and they hold sway over different aspects of the universe. This is represented by their domains. Select a deity to revere and worship, and who has in return granted you his powers. Choose an appropriate domain for that deity from the available domain options for Clerics.

You gain access to the domain spells from that domain as spells known.

Channel Divinity

At 7th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. See the Cleric entry for more information. If an effect makes reference to your Cleric level, use 1/2 of your fighter level, rounded up.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Crusader spell save DC.

Beginning at 15th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Divine Ward

At level 10, your faith forms a bulwark to shield you and your allies against harm. When you cast a spell effecting a single creature, you may grant that creature a defensive ward. Once during the next minute, after the creature rolls a save but before it knows the result, it may roll a 1D4 and add that to the result.

Channel Divinity

Level 15: Channel Divinity 2/short rest

Miracle of Battle

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

Multiclassing Rules

Crusader And Clerics

If you multiclass Crusader and Cleric, you must choose the same domain option for both classes. Finally, any channel divinity option that mentions Cleric level uses your Cleric level plus 1/2 of your Fighter level, rounded down.

Version Two

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing 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.

For example, if you know the 1st-level spell Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.

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 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

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

Crusader Spellcasting

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

Divine Eminence

As a bonus action on your turn, you may spend a spell slot to enhance a weapon you are holding until the start of your next turn. Whenever you hit with an attack with that weapon, add 1d4 radiant damage. If the spell slot expended is of 2nd or higher level, add an additional 1d4 for each level past 1st.

Channel Divinity

At 7th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Divine Aegis.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Crusader spell save DC.

Beginning at 15th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Divine Aegis

When a creature within 60 feet of you fails a saving throw, you may use your reaction to consume a use of Channel Divinity and allow it to reroll the save. If more than one creature in range makes a simultaneous save, you may effect as many of them as you choose.

Divine Ward

At level 10, your faith forms a bulwark to shield you and your allies against harm. When you cast a spell effecting a single creature, you may grant that creature a defensive ward. Once during the next minute, after the creature rolls a save but before it knows the result, it may roll a 1D4 and add that to the result.

Channel Divinity

Level 15: Channel Divinity 2/short rest

Miracle of Battle

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

 

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