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CRUSADER

Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

 

CLASS FEATURES

 

HIT POINTS

Hit Die: d10

Starting Hit points: 10 + your endurance modifier

At higher levels: 1d10 (or 6) + your endurance modifier

 

PROFICIENCIES

Armor: Light armor, Medium Armor, Heavy Armor, Shield

Weapon: Blunt, Crossbows, Hand-to-Hand, Long Blade, Short Blade

Saving Throws: Wisdom & Personality

Skills: Pick two from: Arcana, Athletics, Insight, Investigation, First Aid, Lore, Perception, Speechcraft

Schools of Magic: Restoration, Illusion, Mysticism

Trade Skills: Alchemy, Armorer, Enchanting

 

Spellcasting

At 1st level, you have a natural adeptness with magic. You know three spells of your choice from your learned Schools of Magic.

 

Learning Spells Novice Level and Higher

Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at level 9, you can choose 1 Apprentice level or lower spell any school you are proficient in.

    You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel.

 

Divine Oath

Choose one of the 9 divines to follow. Once you choose your oath, you are permanently devoted to that deity.

 

Akatosh           God of Time

Arkay               God of Funerals & Burial Rites

Dibella             Goddess of Beauty & Sexuality

Julianos           God of Wisdom & Logic

Kynareth         Goddess of Nature, Wind & Sky

Mara                Goddess of Love

Stendarr          God of Mercy & Justice

Talos                God of War & Governance

Zenithar          God of Work & Commerce

 

You have a tabard of the Divine you are devout to, and are recognized as their follower. All temples will offer you a place to sleep, and will cure your diseases for free.

 

Each divine comes with their own benefits that you receive at level 1 and again at level 20. A character of ill repute loses their divine benefits until they are able to make a pilgrimage to attune for their iniquities.

 

Divine Blessing

You receive a permanent blessing from the deity you follow. You can exceed 20 attribute points with this ability.

 

Akatosh       +10 Speed

Arkay           +1 Willpower

Dibella         +1 Personality

Julianos       +1 Intelligence

Kynareth     +1 Agility

Mara            +1 Willpower

Stendarr      +1 Endurance

Talos            +1 Strength

Zenithar      +3 Luck

 

Arcane Strike

Starting at level 2, as a bonus action, you temporarily enchant a weapon you are holding with your choice of element. The next attack you make with that weapon deals the normal effects as well as the effects of the element listed below. The enchantment ends if the weapon is sheathed or leaves your hand.

    The damage increases when you reach 11th level and again at 17th level.

 

Fire

Your weapon deals an additional 1d6 fire damage. The damage increases by 1d6 when you reach 11th level (2d6), and again at 17th level (3d6).

 

Frost

Your weapon deals 1d4 frost damage and slows the target by 10 feet. The damage increases by 1d4 when you reach 11th level (2d4), and again at 17th level (3d4).

 

Shock

Your weapon deals 1d4 shock damage and reduces the targets magicka by 1d4. The damage increases by 1d4 when you reach 11th level (2d4), and again at 17th level (3d4).

 

Sunlight

Your weapon deals 1d8 sunlight damage. The damage increases by 1d8 when you reach 11th level (2d8), and 17th level (3d4). Sunlight can only deal damage to undead and daedric creatures.

 

Devotion

At 3rd level, you devote your self to your deity by following a way of life of your choice: Healer, Knight or Witchhunter, which are detailed at the end of the character description. Your choice grants you features at 3rd level, and again at 7th level, 13th level, and 17th level.

 

Attribute Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

 

Evil Hunter

Starting at 5th level, when you attack daedra or undead, you critically hit with an attack roll of 18, 19 or 20.

 

Magic Resistance

Starting at 9th level, whenever you must make a saving throw against a magic effect, you gain a bonus to the saving throw equal to your willpower modifier.

 

Holy Aura

Starting at 10th level, your allies within 10 feet of you gain the same benefits that you have against daedra and undead targets.

    At 18th level, the range of this aura increases to 30 feet.

 

Skilled Tracker

Beginning at 14th level, all skills that affect undead and daedra also affect lycanthropes.

 

Mageslayer

At 17th level, you gain expertise with dealing with unarmored creatures and learn how to exploit their weaknesses.

 

Crushing Impact

Blunt weapons ignore 1 AC on unarmored targets.

 

Open Wounds

Axe weapon attacks always cause a 1d4 bleed effect against unarmored targets for 2 rounds.

 

Laceration

Blade attacks deal an additional 1d6 damage against unarmored targets

 

Marksman

Marksman attacks gain +2 to their attack rolls against unarmored targets.

 

Potent Magic

Unarmored targets have disadvantage against saving saving throws on spell attacks.

 

War Magic

At 20th level, when you cast a spell, you can make one weapon attack as a bonus action.

 

Divine Sanctification

At 20th level, your deity of choice grants you a power that imbues you with the form of the aedra. Each divine gives a different power that can be used once per day.

 

Akatosh

Slow Time

You take on features of Akatosh. For example, your eyes may glow yellow and you sprout dragon horns.

 

Upon transformation, you slow time around you for 30 seconds, allowing you to react more quickly to what is happening around you. All attacks you make have advantage and all attacks against you have disadvantage.

Also, you are able to attack twice while this effect is active. Attack at your regular initiative and again at a d8 plus your initiative.

 

Arkay

Turn Evil

You take on the features of Arkay. For example, your eyes may glow blue and you emit dim light with a pulsing aura around you.

 

Upon transformation, each daedra or undead that you can see or hear within 60 feet of you take 6d6 magic damage and must make a Willpower saving throw. If the creature fails it's saving throw, it is turned for 1 minute or until it takes any damage.

 

A turned creature must spend it's turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For it's action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Dibella

Serene Beauty

You take on the features of Dibella, emanating with beauty that is alluring to all humanoids for 1 minute.

 

Upon your transformation, a pulse of light emanates from you. Each humanoid that you can see or hear within 30 feet of you has to make a personality saving throw. On a failed save, the creature becomes charmed for 1 minute. The charm breaks upon taking any damage.

 

If the targets are not hostile, you gain advantage on all personality checks against them.

 

Julianos

Font of Knowledge

You take on the features of Julianos.

Upon your transformation, a pulse of light emanates from you, restoring 2d4 magicka to all allies within 60 feet of you.

 

For 30 seconds, you can cast any spell for half as much magicka as normal.

 

Kynareth

Spirit of the Heavens

You take on the features of Kynareth. Your eyes glow the colour of the sky and wings sprout from your back and grant you a flying speed of 30 + your normal speed for 1 minute.

 

Upon your transformation, a great burst of wind pulses from your core, knocking all enemies back 30 feet. Each effected creature must make a DC 15 Agility saving throw. On a failed save, the creature is knocked down, leaving them prone.

 

Mara

Mara's Gift

You take on the features of Mara for 1 minute.

 

Upon transformation, a pulse of light emanates for you, healing yourself and all allies within 30 feet for 2d8 hit points.

 

While transformed you and your allies take 1d4 less damage from all attacks.

 

You also have the ability to protect all of your allies from harm by magically transporting your group to the nearest shrine or temple. You can return to the exact spot you left within the next 12 hours.

 

Stendarr

Stendarr's Mercy

You take on the features of Stendarr.

 

Upon transformation, you gain 1d10 hit points at the start of each of your turns for 1 minute.

 

While transformed, you are immune to poison and disease and reflect 50% of damage taken from magic by you and your allies within 30 feet back to the attacker.

 

Talos

Champion of War

You take on the features of Talos for 1 minute.

 

While you are transformed, you gain 4d6 temporary hit points. You also roll an additional 1d6 to each of your attacks and damage rolls, as well as any saving throws you make.

 

Zenithar

Transmutation

You take on the features of Zenithar for 1 minute.

 

While transformed, your weapons and armor increase their material quality by 1. For example, Elven becomes Glass, and Orcish becomes Ebony.

 

You can also transmute a trade material in your inventory to permanently improve by 1 level of quality. For example, 1 iron ore becomes 1 steel ore.

 

HEALER

Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.

 

Superior Restoration

You superior skill in the School of Restoration allows you to learn Restoration magic faster than your other schools of magic. Refer to the Healer table for more information.

 

Potent Healing

Starting at 3rd level, you add your intelligence modifier to the healing you deal with any restoration spell.

 

Divine Healing

Starting at 7th level, your healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a target other than you, you regain hit points equal to 2 + the magicka cost of the spell.

 

Restoring Strikes

At 13th level, you can use your Arcane Slash ability to imbue your weapon with restorative magic. When you hit an enemy with a weapon attack, you can cause the attack to deal additional damage and healing. Roll 1d8 and add half the roll rounding up to damage the target, and the other half to heal an ally of your choice that is within 60 feet.

At 17th level, the bonus is increased to 2d8.

 

Dampen Magic

At 18th level, when you or an ally within 30 feet of you takes magic damage, you can use your reaction to grant resistance to the target against the instance of the damage.

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

 

KNIGHT

Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.

 

Knight Training

You gain proficiency in Axe weapons, Enchanting magic, and the Speechcraft skill.

    Additionally, your proficiency bonus is doubled for any ability check you make that uses Speechcraft.

    You also gain resistance to paralysis.

 

Fighting Style

At 3rd 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 weapons, you gain a +2 bonus to damage rolls with that weapon.

 

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wedding with two hands, you can reroll the die and must use the new roll. 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 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 

Leadership

Beginning at 7th level, you learn how to lead your allies. You are able to lead your allies an amount of times equal to your Personality modifier, minimum of 1, per short or long rest.

 

Leadership: Support

You use a reaction to help a friendly character that is within 60 feet that can see or hear you.

    Add a 1d4 on their attack rolls or saving throws. You can use this ability after an ally has rolled, but before the outcome is determined.

    At 17th level, you can offer guidance to an ally to have them reroll an Intelligence, Willpower, or Personality saving throw. The ally must use this new roll and the ally can't gain benefit from this ability again until the next round.

 

Leadership: Command

You use a bonus action to direct one of your companions to strike. Choose a friendly creature that is within 60 feet of you that can see or hear you. That creature can make a melee or ranged attack with its reaction.

    At 17th level, you can command two allies within 60 feet of you, rather than one.

 

Strength in numbers

Starting at 13th level, when 2 allies are within 5 feet of you, you and your allies gain advantage on attack rolls.

 

Stalwart Defense

At 18th level, you gain resistance to blunt and bladed damage from non magical weapons while wearing armor.

 

WITCHHUNTER

Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.

 

Witchhunter Training

When you choose this devotion, you gain proficiency in the magical schools of Destruction.

    You also gain proficiency with Unarmored. When not wearing armor, your AC is 12 + your Agility modifier.

 

Crossbow Modification

Starting at 3rd level, you learn how to modify your crossbow, allowing your weapon to have an additional feature. Choose one of the following modifications. You can't chose the same modification for the same weapon more than once, even if you later get to choose again.

 

Silencer

You are able to apply a silencer to your crossbow. With this modification, you deal an additional 2d6 sneak attack damage to targets that you have advantage against or are surprised.

 

Barbed Bolts

When you damage a target with your crossbow, they are also slowed by 15 feet for 3 turns.

 

Automatic

Your crossbow has been altered to be self loading. This allows crossbows with the light trait to be dual wielded, provided both crossbows have been modified.

 

Arbalest

Your crossbow damage is increased by 2. This modification increases the crossbow's weight and can not be dual wielded, even if it has the light trait.

 

Heartseeker

Your attacks with your crossbow deals an additional 1d4 bleed damage each round for 2 rounds.

 

    To complete a modification, you need access to a blacksmith forge. The modification also requires 5 ingots of the same material as the weapon and takes 1 hours to complete.

    Characters that do not have the Crossbow Modification ability are not capable of using a modified weapon with proficiency.

 

 

Expert Hunter

Beginning at 7th level, undead and daedra have disadvantage on saving throws against any magic spell you cast on them.

 

Circle of Protection

At 13th level, you can brand the earth with a 30-foot rune of protection, reducing damage taken by all allies within the rune by 1d4. If attacks are by undead and daedra, reduce the damage by another 1d4.

    At 17th level, the damage is reduced by 2d4, and attacks by undead and daedra are reduced by 4d4.

 

Crossbow Technician

Starting at 18th level, you can put two modifications on a single crossbow.

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