Celestial Crusader (5e Class)

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Celestial Crusader[edit]

You fulfilled your use on the mortal battlefields. But the holy crusade is more than you think. Those who die in faith to their religion will return as holy warrior in the name of god. Celestial crusaders are soldiers of the gods, dedicated to their cause in their holy war. Regardless of their chosen deity, these crusaders are defined by their rebirth through the infusion of celestial energy in their bodies, which causes their flesh to be consecrated, pure, and extremely hard to wound.

Even those who manage to cut through the hardened skin of these crusaders often find their doom by the celestial light contained inside them. The celestial energy sears the sinful flesh and cause the attackers of the Celestial Crusader to regret ever crossing their path. In addition to this blessing, these warriors are also filled with righteous anger, and are always ready to strike back and punish the transgressions of their enemies.

More than just warriors, since Celestial Crusaders are created by deities of good and order, these crusaders are also protectors of the weak, using their divine bodies as shields for the innocent and the pure of heart, acting as the living embodiment of the protection given by their deity.

Creating a Celestial Crusader[edit]

When creating a celestial crusader, first define what type of god you follow. Gods of righteous war (such as Heironeous or Bahamut), of the sun (like Pelor or Lathander) and justice (such as St. Cuthbert and Tyr) are some of the examples of deities you can choose. Then, determine what was the battle that scythed your life. Choose a particularly heroic action that caused your first death and made you seem worthy in the eyes of your god.

Quick Build

You can make a Celestial Crusader quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Acolyte or Soldier. Finally a chainmail, a greatsword, the explorer's pack and a holy symbol should be your starting equipment.

Class Features

As a Celestial Crusader you gain the following class features.

Hit Points

Hit Dice: 1d10 per Celestial Crusader level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Celestial Crusader level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Perception, Persuasion, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chainmail or (b) Scale mail and a shield
  • (a) Greatsword or (b) Halberd, Light Crossbow and 20 bolts or (c) A martial weapon and a simple weapon
  • (a) Priest’s Pack or (b) Explorer’s Pack
  • A holy symbol of your deity
  • If you are using starting wealth, you have 5d8 x 10 in funds.

Table: The Celestial Crusader

Level Proficiency
Bonus
Features
1st +2 Consecrated Flesh
2nd +2 Mark of Vengeance,Interpose
3rd +2 Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetype Feature
7th +3 Righteous Charge
8th +3 Ability Score Improvement
9th +4 Pious Devastation
10th +4 Archetype Feature
11th +4 Consecrated Soul
12th +4 Ability Score Improvement
13th +5 Blinding Devastation
14th +5 Archetype Feature
15th +5 Consecrated Blood
16th +5 Ability Score Improvement
17th +6 Dreadful Devastation
18th +6 Celestial Ascencion
19th +6 Ability Score Improvement
20th +6 Archetype Feature

Consecrated Flesh[edit]

At 1st level, your body have been consecrated by the celestial will. Whenever you take bludgeoning, piercing or slashing damage, roll a d6. On a roll below your proficiency bonus, the damage is halved, and the divine spirit rebukes the attacker, causing radiant damage equal to the number rolled to it.

Whenever a situation would cause you to fail a death saving throw, you can use Consecrated Flesh to ignore that fail, or to reduce the fail by 1 (in case of critical hits for example).

Mark of Vengeance[edit]

At 2nd level, when you cause radiant damage from your Consecrated Flesh feature to an attacker, that creature is branded by a Mark of Vengeance. While marked, that creature has Disadvantage on attacks made against creatures other than you, and all your attacks against it have Advantage.

In addition, you have Advantage on saving throws against spells from the marked creature. The creature lasts until the end of your next turn, or until you mark another target.

Interpose[edit]

Also at 2nd level, you are able to interpose yourself between an attacker and his target. As a reaction when a creature within 5 feet is attacked, you can become the target of that attack instead. You must choose to do so before the attack is rolled.

In addition, when your turn end, record any distance you haven't moved. When you use your Interpose reaction, you can move up to that distance, towards the attacked creature, if you are able to see her.

Archetypes[edit]

At 3rd level, you chose an archetype. Choose between the Divine Warrior and the Solar Champion, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th and 20th.

Ability Score Improvement[edit]

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

Extra Attack[edit]

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

Righteous Charge[edit]

At 7th level, you can use a bonus action to move up to half your movement speed towards a creature marked by your Mark of Vengeance. This additional movement doesn't count against your maximum movement speed. This increases to your movement speed at 18th level.

When using the charge, you are unaffected by difficult terrain, and you gain Advantage on Strength checks and saving throws.

Pious Devastation[edit]

Starting at 9th level, when you score a critical hit, you add your Celestial Crusader level to the damage of the attack. This additional damage is radiant.

Consecrated Soul[edit]

At 11th level, your soul have been bound to your divine body by your deity, to keep you in battle. When damage reduced by your Consecrated Flesh causes you to you die or to be reduced to 0 hit points, you can roll a d100. If you roll a 80 or lower, you return to life with 1 hit point, and immediately stand up.

Each time you use this feature, the number you must roll below reduces by 20 (60, 40, 20), returning to 80 after a short or a long rest. You can choose to suffer 1 level of exhaustion to prevent the reduction after succeeding the roll.

Blinding Devastation[edit]

At 13th level, instead of causing extra damage, your Pious Devastation can inflict blindness upon an enemy. This blindness last for 1 minute, or until the enemy succeed on a Constitution save (DC 8 + your proficiency bonus + your Constitution modifier) which he can take at the end of each turn.

Consecrated Blood[edit]

At 15th level, your blood have been consecrated by the heavens. Whenever you trigger your Consecrated Flesh while below half your maximum hit points, you regain hit points equal to the number rolled on the d6 if you are not incapacitated.

Triggering Heavenly Intervention causes you to regain hit points equal to your d100 roll.

Dreadful Devastation[edit]

At 17th level, instead of causing extra damage, your Pious Devastation can force all enemies in a 30-foot radius to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened until the end of your next turn.

Celestial Ascension[edit]

At 18th level, you gain a flying speed equal to twice your movement speed.

In addition, your type change to celestial. You no longer need to sleep, drink, eat or breathe, and dying send you to the plane of your deity. You can only be truly killed if you are reduced to 0 hit points on your plane.

Archetypes[edit]

Divine Warrior[edit]

Divine warriors died in a holy war, in service of a good War god. These crusaders swear to keep fighting the good fight, fending off the enemies of their deity until their second death arrives and they can finally rest, proud, by their Lord's side.

Vengeful Rampage

Starting at 3rd level, when you attack a creature marked by your Mark of Vengeance, you can make an additional attack using your Bonus Action.

Battle Cry

At 6th level, whenever you activate your Consecrated Flesh, you unleash a battlecry (no action required). This remove the charmed or frightened condition from any friendly creature within 10 feet of you.

Frightening Mark

At 10th level, whenever you place a Mark of Vengeance on a creature, that creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or is frightened of you for the duration of the mark.

Violent Interception

At 14th level, whenever you use Interpose, you can attack that attacker, if you are within 5 feet of it.

Angel of War

At 20th level, you are the incarnate fury of your god. Whenever you use your Vengeful Rampage bonus action or Violent Interception reaction, you can attack twice, rather than once.

In addition, your Battlecry radius increase to 30 feet, and targets of your Mark of Vengeance automatically fail the save against the frightened condition.

Solar Champion[edit]

Sun guardians are crusaders who died in the service of a good Sun god, being thus gifted with the power of sunlight. Their brightness blinds the eyes of the impure, while they serve as a beacon of hope for the kindhearted.

Blinding Light

Starting at 3rd level, once per turn a creature who radiant damage from your Consecrated Flesh must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is blinded until the end of your next turn.

In addition, when Consecrated Flesh is triggered, you can manifest an aura of light, that sheds bright light in a 10-foot radius, and dim light for another 10 feet, until the end of your next turn.

Soothing Sunlight

At 6th level, whenever you trigger your Consecrated Flesh, you can use a reaction to cause a bean of divine light shoots from your body, causing all friendly creatures within 10 feet to regain hit points equal to the number rolled on the die. Creatures at or above half their maximum hit points are not affected.

Sunbringer

At 10th level, you can cast daylight. While you are in the area of bright light created by the spell cast with this feature, your Consecrated Body is considered active. Once you cast this spell, you can't do it again until you finish a short or a long rest.

Searing Sunlight

At 14th level, whenever you use your reaction to conjure Soothing Sunlight, all hostile creatures in the area of your aura take radiant damage of your Consecrated Flesh.

Angel of Light

At 20th level, you become the true manifestation of your god's light. You can cast Sunbeam and Sunburst each once, being unable to do it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Celestial Crusader class, you must meet these prerequisites: Strength 13, Constitution 13.

Proficiencies. When you multiclass into the Celestial Crusader class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.

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