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T O P I C R E V I E W
Posted - 20 Mar 2019 : 00:37:00 So I created this because I liked the Unearthed Arcana article that detailed how they made the Spell-less Variant Ranger class (basically a more Aragorn feel) and felt that it was a great starting point to re-make the Crusader, a 3.5 class that used Maneuvers that were granted by divine inspiration. So, I give you the Crusader!
Below are class features that replace the normal Paladin's spell-casting options presented in the Player's Handbook. All other class features, such as his Auras, Extra Attack, Lay on Hands, Oath features (besides bonus spells), etc. remain the same.
COMBAT SUPERIORITY At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are chosen from the list of divine maneuvers below. Some maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 6th and 13th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Divine Maneuvers. Crusaders are unique among others who use maneuvers, relying on flashes of divine inspiration instead of raw martial power. As such, you do not control access to your chosen maneuvers. Before you take your first action in an encounter, one of your maneuvers (randomly determined) is granted to you. The rest of your known maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above.
Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new maneuver is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again. You begin an encounter with an additional granted maneuver at 7th level (bringing your total to two), and again at 16th (bringing your total to three).
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier.
AURA OF RESPITE At 3rd level, you can create a magical field of healing power, however it requires concentration and time. You can spend 1 hour in deep meditation, forging a connection between your spirit and that of your allies to the divine powers of your deity. This connection must be reformed again in 24 hours or the connection is lost.
Once during a short, while the connected allies are within 60’ of this aura, they can regain 1d6 hit points for every two paladin levels you have (rounded up) through the divine connection.
OATH MANEUVERS You gain oath maneuvers at the Paladin levels listed. These maneuvers are in addition to ones you select from your divine maneuver’s list. If you already know this maneuver, you may select a different one.
Oath of DevotionPaladin Level Maneuvers3rdCrusader’s Strike9thFoe Hammer18thShield BlockOath of VengeancePaladin Level Maneuvers3rdDisruptive Blow9thIron Bones18thEarthstrike QuakeOath of the AncientsPaladin Level Maneuvers3rdMoment of Alacrity9thRaging Mongoose18thAction Before Thought
DIVINE STRIKE At 9th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.
ZEALOUS SURGE Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Starting at 13th level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds. You gain the use of this ability after taking a long rest.
UNWAVERING FAITH Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
MANEUVERS The maneuvers are presented in alphabetical order. Action Before Thought. When a creature forces you to make a Dexterity saving throw, you can expend one superiority die to enhance your reflexes. As a reaction, add the superiority die roll to Saving Throw.
Bolstering Voice. When a friendly creature who can see and hear you makes a Wisdom saving throw, as a reaction you can expend one superiority die to strengthen their willpower. The friendly creature adds the superiority die to their Wisdom saving throw’s roll.
Claw at the Moon. When you hit a creature with a weapon attack, you can expend one superiority die and make a Strength (Athletics) check against the target’s AC. If the check succeeds you add the superiority die to the attack’s damage roll and the next friendly creature to attack the target can score a critical hit on a roll of 19 or 20.
Crusader’s Strike. When you hit a creature with a weapon attack, you can expend one superiority die to heal a nearby ally. Choose an adjacent friendly creature who can see or hear you. That creature heals hit points equal to the superiority die’s roll + your Charisma modifier.
Disruptive Blow. When you hit a creature with a melee weapon attack, you can expend one superiority die to disrupt their movement. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, the target’s speed is reduced to 0 for the rest of the turn.
Earthstrike Quake. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to slam your melee weapon into the ground. When you do so, expend one superiority die. Each creature adjacent to you makes a Strength saving throw. On a failed save, the targets takes damage equal to the superiority die’s roll and the ground around you in a 10-foot radius is considered difficult terrain.
Foe Hammer. When you hit a creature with a melee weapon attack, you can expend one superiority die to push past the target’s resistance. You add the superiority die to the attack’s damage roll and the next successful attack against the target ignores any resistance.
Iron Bones. When you hit a creature with a melee weapon attack, you can expend one superiority die to toughen your resolve. You add the superiority die to the attack’s damage roll and the next time you take damage from a non-magical weapon, you reduce the damage by 3.
Moment of Alacrity. When your roll for initiative, you can expend on superiority die to increase your responses. You add the superiority die to the initiative’s roll.
Raging Mongoose. When you hit a creature with a melee weapon attack, you can expend one superiority die to lash out again with your weapon. You add the superiority die to the attack’s damage roll and make two additional melee attacks with your weapons as a bonus action.
Shield Block. When another creature damages a friendly creature adjacent to you with a melee or ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your shield’s bonus to armor class.
Stone Vice. When you hit a creature with a melee weapon attack, you can expend one superiority die to grapple the target. You add the superiority die to the attack’s damage roll and the creature must make a Strength saving throw. On a failed save, the target is grappled until it can break free (using its Attack action to succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength check).
1 L A T E S T R E P L I E S (Newest First)
Posted - 27 Mar 2019 : 01:21:42 So, any suggestions or ideas? Good? Bad? Anything seem broken?