Burning Crusader

by TrinityMagician

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Buring Crusader

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Tenets of the Crusade

Battle is Eternal. Do not linger on a kill for the next one is coming.

Burn Your Enemies to Cinders. Destroy your enemy completely and without mercy.

Nothing is Immortal. Whether a hammer or a needle, with the right amount of force in the right place anything can crumble.

You decide when the Fight Ends. Retreat is not a sin, thinking the fights over once you have is.

Contract with Zariel

Zariel's soldiers are hells ultimate spear.

Invoke Authority Infernal Halo - You can use your action to unleash the infernal energy within yourself, causing burning flames to radiate from you, and condense into a flaming ring behind you. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take fire damage equal to your Illrigger Level, or half as much damage on a successful one.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you can deal extra fire damage with your meele or ranged weapon attacks equal to your Charisma modifier (minimum of 1).

Invoke Authority Wings of the Fallen - you can use your bonus action to unleash the infernal energy within yourself, causing a pair of crimson red incorporeal feathered wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can move throw another creatures space. That creature has disadvantage on its next attack roll, ability check, or saving throw until the start of your next turn.

Fighting Style

Your training has granted you access to a more traditional style of fighting. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, 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 roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Relentless Combat

When you take up the mantle of a burning crusader you become a relentless source of misery for your enemies on the battle field. You ignore difficult terrain while you are moving towards an interdicted creature and they have their speed reduced by half when moving away from you.

Scion of Zariel

At 7th level, when you deal fire damage to a creature that has resistance to fire damage they take radiant damage equal to the damaged reduced from the resistance.

When your Illrigger reaches 14th level, creatures with immunity to fire damage take radiant damage equal to half the fire damage that would normally be done by that ability or spell.

Blessing of Battle

Starting at 9th level, when you roll a 20 on an attack roll against a target and you roll bellow the average on the damage die that die's damage becomes the average for the die.

Dread Crusade

Starting at 13th level, as a bonus action you can unleash an aura of violence in a 30 foot radius from your body. Each nonhostile creature in the aura (including you) deals an extra 1d6 damage when it hits with a weapon attack. This effect ends after 1 minute or until you end it early as a bonus action.

Once you use this feature you cannot do so again until you finish a long rest.

Baleful Bombardment

At 17th level, you can harness the power of your baleful interdictions to decimate a group of enemies. Expend any number of your seals and choose a point you can see within 150 feet of you, all hostile creatures within a 20-foot radius of that location must make a Charisma saving throw (DC = your proficiency bonus + your Charisma modifier). On a failer a creature takes the damage from all of your expended seals or half as much damage on a success.

Blazing Valkyrie

Starting at 20th level, as an action you can transform, becoming a blazing fallen angel to burn your enemies to cinders. For the next 10 minutes you gain the following benefits:

  • Your type becomes fiend (devil) and Hell is your home plane.
  • You gain the abilities of both your invoke authorities.
  • Once per turn if your attack roll misses you can reroll that attack.
  • Enemies that hit you with a melee attack take 2d6 fire damage.

Once you use this feature, you can't use it again until you finish a long rest.

Interdict Improvements

As your burning crusader levels up, Zariel's interdiction carries more power.

Burning Seal. At 6th level, when a creature starts its turn with one of your seals on it that creature takes fire damage equal to your Charisma modifier (minimum of 1).

Stagnating Seal. At 10th level, while a creature has your seals on them they lose their ability to regain hit points, including natural healing abilities like a Troll's regeneration. Spells used to regain or give temporary hit points have their amount halved rounded down.

Detonating Seal. At 18th level, when a creature with unconsumed seals falls to 0 hit points and a body remains, you can use your reaction to animate it and have it move up to its movement. Once this is done the creature explodes, all creatures within 10 feet of it must make a Dexterity saving throw or take fire damage equal to the damage from consuming the seals that were on it. On a successful save they take half damage.

Summon Burning Crusader

15th-level Illrigger Burning Crusader feature (replaces Summon Hell)

Beginning at 15th level, as an action, you can summon a burning crusader to serve you for 1 minute. The devil appears in an unoccupied space within 30 feet. See this creature's game statistics in the burning crusader stat block, which uses your proficiency bonus (PB) in several places.

It is bound to you and must obey your commands to the best of its ability. In combat, the it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.

f you die or fall unconscious, the devil returns to Hell. Once you use this feature, you must complete a long rest before you can use it again.


Burning Crusader

Meduim fiend(devil), lawful evil


  • Armor Class 12 plus PB
  • Hit Points 7 x your illrigger level
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Saving Throws Con +2 plus PB, Cha +3 plus PB
  • Damage Resistances fire
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal
  • Proficiency Bonus (PB) equals your bonus

Magic Resistance. The burning crusader has advantage on saving throws against spells and other magical effects.

Devil's Sight. Magical darkness doesn't impede the burning crusader's darkvision.

Actions

Multiattack. The burning crusader makes three attacks.

Ability Description. Hit: Damage Damage Type damageMelee Weapon Attack: +3 plus PB, reach 5 ft., one target. Hit: 1d8 + 3 plus PB slashing damage and 1d6 fire damage.

Empower Interdiction. The burning crusader can target one creature with an illrigger's seal on it, when that seal is consumed it now does an additional dice of damage.

This subclass was created for the Illrigger class created and owned by MCDM productions.

 

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