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Crusader Class Revisit


This revisit is a little bit different from the others. So far, most of the revised classes have been, well, they've been revisions. Moderate updates, shuffling of features, and the odd do-over for a feature or subclass. The crusader, however, has been a complete start over. Normally I would go into a long level by level list of what changed to each of the features, but not this time, otherwise, I'd just be saying the same things twice.

The concept portion is also going to be cut short today. I still need to pack for my vacation in Germany, but I wanted to get this up before I head out. I'll be back mid October, which means there won't be a September update this month, but it would just be me saying what I've already said anyways.

CONCEPT

The crusader is as much a warrior as they are a sorcerer. They cut down their evil foes, while healing the sick and injured with their mastery of restoration magic.

The original class I put together was really unique and was inspired by the Knights of the Nine Oblivion expansion. The class would choose a divine they worshipped to start off, which gave unique benefits at 1st and 20th level. With 9 divines, that was a total of 18 unique abilities, just for 2 features. I thought about how this class would expand, and it would move into crusaders of any faith. The Dunmer with their tribunal, or possibly worshippers of Meridia. Thinking about all these possibilities, I started to really like the idea of D&D's divine classes, where the god they worship is background flavor to their characters story, rather than a defining feature of their class.

I also recently decided that I wanted this conversion to be much more similar to D&D, so it wouldn't be so much of a departure for players to switch over. With that in mind, I needed a base to start with. The Elder Scrolls crusader is really a combo of the Paladin and the Cleric. So that's where I started. The final class ends up being essentially the Paladin with a few Cleric touches combined.

Many of the classes are now very similar to their D&D counterpart, but it's the subclasses where they really come alive. The crusader class is not any different.

The Healer is the only Crusader that masters Restoration magic. The Knight's strength is her resilience. The Jack-of-all trades Pilgrims (I picture one of those travelling, snake oil selling, holy man) uses their charisma to overcome almost any challenge. Templars are wielders of powerful sunlight magic, and Witchhunters seek out and destroy any evil being they come across.

 

CRUSADER (Version 1.1)

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.

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, Shield

Weapons: Blunt, Hand-to-Hand, Marksman, Short Blade

Saving Throws: Personality & Willpower

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

Schools of Magic: Restoration, Illusion, Mysticism

Tools: None

SPELLCASTING

At 1st level, you have learned to draw magic through meditation and prayer to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Known Spells

Starting at 1st level, you know 2 cantrips and 2 novice level spells of your choice from the school of magic you are proficient in.

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

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

Casting Spells

The Crusader table shows how much magicka you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend magicka equal to the spell’s level or higher, as noted in the spell's description. You can only cast spells using magicka equal to the base cost of the highest spell level you know. For example, at 1st level you can cast any novice level spell with a maximum of 2 magicka, but at 9th level, you can cast any novice or apprentice level spell with a maximum of 4 magicka.

Regaining Magicka

You regain magicka limited to your Intelligence modifier while resting. You regain magicka equal to half your Intelligence modifier, rounding down (minimum of 1) for each hour spent resting during a short rest, and you regain magicka equal to your Intelligence modifier (minimum of 1) when you complete a long rest.

Governing Attribute

Each school of magic is governed by a specific attribute, which determines the effectiveness of your spell.

Spell save DC = 8 + your proficiency bonus +

your Governing Attribute modifier

Spell attack modifier = your proficiency bonus +

your Governing Attribute modifier

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any daedra or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Personality modifier. When you finish a long rest, you regain all expended uses.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Defense

While wearing armor, you gain +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain +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 wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. 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 withing 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend magicka to deal shock damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1 magicka, plus 1d8 for each additional magicka spent. to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a daedra.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. As you gain levels in the Crusader class, you may learn additional effects determined by your Devotion.

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 8 + your proficiency bonus +

your Willpower Modifier.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its 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.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Devotion

When you reach 3rd level, you devote yourself by following a way of life that defines you as a Crusader. Now you choose how you are sworn to your deity by becoming either a Healer, Knight, Pilgrim, Templar, or Witch Hunter, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Personality modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine

power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 shock damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Bane of Evil

Starting at 13th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 3 or below.

The challenge rating threshold increases to 4 when you reach 17th level.

If you are able to repel daedra as well as undead with your Channel Divinity feature, any daedra that fail their saving throw, and meet the challenge rating threshold mentioned above, are instantly banished back to their plane of Oblivion.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature

that you touch.

You can use this feature a number of times equal to your Personality modifier (a minimum of once). You regain expended uses when you finish a long rest.

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

When you choose this devotion at 3rd level, you gain superior knowledge in the School of Restoration, allowing you to learn more powerful spells at an increased rate. You immediately learn one cantrip of your choice from the School of Restoration. Refer to the Healer's spellcasting table for further benefits.

You also gain proficiency with the Herbalism Kit, if you aren't already proficient with it.

Potent Healing

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

Channel Divinity

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

Preserve Life. You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Crusader level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on the undead or a construct.

Protection from Harm. You can use your Channel Divinity to protect yourself form harm. When you are directly attacked with a weapon or a harmful spell, you can use a reaction to create a magical ward that gives you resistance to all types of damage until the start of your next turn.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Divine Smite: Frost

At 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with frost damage instead of shock.

Blessed Healer

At 15th level, your life essence is imbued with healing energy that you can use to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.

You regain all expended dice from your pool when you finish a long rest.

Elder Champion

At 20th level, you can assume the form of your deity, taking on their appearance, as you choose.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead.

  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your spells and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a 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

When you choose this devotion at 3rd level, you gain the following proficiencies:

Armor: Heavy Armor

Weapons: Axe and Long Blade

Skills: Athletics and Speechcraft

Tools: Smith's Tools

Channel Divinity

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Willpower saving throw. On a failed save, a creature can't willingly move more than 30 feet from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

War God's Blessing. You can use your Channel Divinity to guide your allies attacks with supernatural accuracy When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Allegiance

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Divine Smite: Magic

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with magic damage instead of shock.

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

  • Your allies have advantage on death saving throws while within 30 feet of you.

  • You have advantage on Willpower saving throws, as do your allies within 30 feet of you.

This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

PILGRIM

Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.

Bonus Proficiency

When you choose this devotion at 3rd level, you gain proficiency in Lore, Sneak, Thieves' Tools, and either a Musical Instrument or an Artisan's Tools of your choice.

Channel Divinity

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Knowledge of the Ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Willpower saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending any magicka. The target automatically fails its saving throw against the spell.

Divine Smite: Poison

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with poison damage instead of shock.

Aura of Valor

Starting at 15th level, you and friendly creatures within 10 feet of you add your Personality modifier to their attack rolls.

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

Dilletante Champion

At 20th level, you draw on your diverse experience to amplify your expertise. You can use your action to gain the following benefits for 1 hour.

  • You add your Personality modifier to your weapon damage rolls.

  • Your AC increases by an amount equal to your Personality modifier.

  • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half of your Personality modifier, rounded up (minimum of 1) within 30 feet of you that can see or hear you.

This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

TEMPLAR

These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health to their allies.

Bonus Proficiency

At 3rd level, you become proficient in heavy armor and land vehicles.

Sunlight Mastery

When you choose this devotion at 3rd level, you gain mastery with the effects of sunlight. All spells that deal sunlight damage can now harm living flesh and constructs in addition to the undead.

Channel Divinity

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

Radiance of Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing sunlight damage to your foes.

As an action, you conjure a burst of light and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make an Endurance saving throw. A creature takes sunlight damage equal to 2d10 + your Crusader level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Personality modifier (minimum of 1) if it has no more than half of its hit points.

Warding Flare

Starting at 7th level, you can interpose divine light between your allies and an attacking enemy. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Willpower modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Smite: Sunlight

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with sunlight damage instead of shock.

Radiant Resilience

Starting at 15th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your Crusader level + your Personality modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your Crusader level + your Personality modifier.

Sun Shield

At 20th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal sunlight damage to the creature. The sunlight damage equals 5 + your Willpower modifier.

WITCH HUNTER

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.

Witch Hunter Training

When you choose this devotion at 3rd level, you gain proficiency with Tinker's Tools and with the magical School of Destruction.

Favored Enemy

Beginning at 3rd level, you have significant experience studying, tracking, and hunting evil creatures.

Choose a type of favored enemy: daedra or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Intelligence (Nature) checks to track your favored enemies, as well as on Intelligence (Lore) checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

The additional damage increases to +4 against your chosen favored enemy when you reach 11th level.

Channel Divinity

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

Destructive Wrath. You can use your Channel Divinity to wield the power of destruction with unchecked ferocity.

When you cast a Destruction spell, you can use your Channel Divinity to deal maximum damage, instead of rolling. You must choose to use this feature prior to rolling the damage dealt.

Turn Evil. When you use your Channel Divinity to Turn Undead, you also attempt to turn any daedra that are within range.

All daedra and undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its 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.

Additionally, all daedra and undead within 30 feet of you immediately take fire damage equal to half your Crusader level + your Willpower Modifier on a failed save, and half as much on a successful one.

Potent Spellcasting

Starting at 7th level, you add your Willpower modifier to the damage you deal with any cantrip.

Divine Smite: Fire

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with fire damage instead of shock.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Circle of Protection

Starting at 20th level, you can use an action to brand the earth with a 30-foot rune of protection, imposing disadvantage to all attacks made against you and any of your allies within the circle. The circle lasts until a new Circle of Protection is created.

Additionally, the first time any daedra or undead creatures enters the circle or starts its turn there during a battle, the creature must succeed a Willpower saving throw or become frightened for 1 minute or until it takes any damage. Attack rolls against a frightened creature have advantage.

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

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