Crimson Templar, Variant (5e Class)
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A towering figure clad in crimson armor leads a hoard of undead to lay siege to a castle to gain entry and begin his revolution... A heretic stands upon the gallows stand in his black armor and crimson cloak and shouts to the people showing what is wrong with the world and as the guards come to stop him he jumps into the crowd as shadows fade around him as he now appears as nothing but a commoner and fades away from sight
Cause of change
Crimson Templars are revolutionaries and incite change either as moderates or extremists but they are often met with opposition and must often resort to more... "Unique" methods
Creating a Crimson Templar
What leads you to your goal, why change the world and stain yourself in the red. Remove the sins of the world? Or imbelish your own. Regardless you have an initiative that keeps you going maybe even a madness that something must be done and you are willing to get down and dirty... Or, have you seen the world and have gone into depression and decided to seclude yourself from the world and reflect upon your actions with the world trying to hunt you down
- Quick Build
You can make a Crimson Templar quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Str or Dex depending on your play style.
As a Crimson Templar you gain the following class features.
- Hit Points
Armor: none, all shields
Weapons: martial and simple melee weapons
Saving Throws: Cha and (Dex or Str)
Skills: two from: intimidation, persuasion, perception, stealth, investigation, acrobatics, animal handling, or arcana
You start with the following equipment, in addition to the equipment granted by your background:
- (a) martial weapon and shield or (b) two martial weapons
- (a) 2 hand axes or (b) short bow and 20 arrows
- (a) dungeoneers pack or (b) explorers pack
- If you are using starting wealth, you have 6d4×10gp in funds.
|4th||+2||Ability Score Improvement, ability score||3|
|5th||+3||Winds of change, Extra Attack||3|
|8th||+3||Ability Score Improvement, ability score||4|
|12th||+4||Ability Score Improvement, ability score||5|
|16th||+5||Ability Score Improvement, ability score||6|
|19th||+6||Ability Score Improvement, ability score||6|
|20th||+6||Rulers Battle Cry||7|
At first level you learn to turn your determination into armor. Once per long rest as long as you are not wearing armor you can activate this armor as a bonus action until dispelled or your next long rest adding your proficiency+Chrisma modifier to your AC, you are considered unarmored this armor grows stronger as you do. At first level and then again at level 4,8,12,16, and then again at 19 you get a permanent +1 to AC and get to choose one of the following:
•Resistance to one damage type •proficiency in one type of weapon or tool set •permanent +1 to a single skill check •+1 damage to crimson blade
- Crimson Blade
Much like your armor you can now alter your weapon or create one you've held before as many times as your charisma modifier per long rest. Summon, sheath or draw your weapon to give the following effects
+1 base hit die for weapon +1to hit 20shots(if ranged) Choice of causing fire damage
+1 base hit die for weapon +1 to hit Unlimited shots(if ranged) +1d4 fire damage if wanted
At 3rd level, you chose an archetype. Choose between infernal and Celestial, and Secluded detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 14th.
Ability Score Increase
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.
Winds of change
Your presence alone has the power to incite change. Creatures within your vicinity (must be able to hear you) must make a Wisdom save against your spellcasting save DC (8 + Prof + Charisma mod) or be subjugated to your 'Winds of Change' for as long as your Charisma mod minutes, these creatures become more willing to accept demands or offers that you request. Additionally you have advantage on Charisma saving throws and charisma based checks against targets that are subjected to your 'winds of change'.
- Extra attack
At 5th level, When you would make one attack action you can take an additional action to attack. The number of attacks increases to three when you reach 11th level in this class
- Brutal Critical
Once you reach 7th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.
At 9th level, You gain 1/2 your level as a bonus to your Persuasion check (round down) and have advantage on all Charisma based checks and skills
- Increased resistance
At 11th level, You can now choose one resistance of your choice that you have and you now have an immunity to it.
- Favored Enemy
At 13th level, Much as Rangers have a favored enemy so do you, choose from: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant monstrosity, ooze, plant, undead, or two humanoid types. You can communicate with this kind of creature fluently and ignore all charisma based condition immunities but instead, have a disadvantage
- Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20
At 17th level, Your will has power over the world itself, you may roll an additional d20 and add it to the original roll, you can only do this once per short rest and must do so before you know whether or not you succeed.
- Dragons Roar
At 18th level, Your voice thunders as you spew the elements, you can now have a breath attack of any element you have resistance to while your armor is equipped that deals 3d10+5 damage in a 45ft long cone.
- Battle Cry
At 20th level, Your voice echoes across the field of battle for all to hear giving all allies advantage(including yourself) and 1 use of legendary save and enemies disadvantage on all checks so long as they're on your current plane of existence at the time until they take a long rest you can do this up to 3 times a day
You don't care if the world around you burns to the ground, in fact you hope it does. Upon choosing this path all of your attacks with Crimson Blade cause an additional 2 necrotic damage and you become resistant to necrotic damage
- Cloak of Darkness
At third level you have the power of the shadows, you now drape yourself in a cloak of Darkness just as you do in crimson armor. When you're in the shadows you have advantage on stealth checks and can try to loose your enemies without penalty by rolling stealth. Your opponents now have disadvantage on all visual and sound perception saves as you no longer walk on the ground but float slightly above it.
- Black Heart
At 6th level you gain the ability to resurrect a dead creature you have slain you can take 5 minutes to permanently raise a medium sized corpse as a shadow, these share the full stats of the original being. You may only have one corpse at a time.If shadow is destroyed it reforms 24 hours later
At 10th level you can now resurrect a number of creatures equal to your charisma modifier+2 you may have two of these creatures be huge or smaller
- Necrotic touch
At 14th you can now raise an aditional 20 medium shadows (At the cost of half of these troops rounded down you may have either one gargantuan creature or a number of huge creatures equal to your cha mod+1) If any of the shadows are destroyed they reform 48 hours later.
You see the world and how corrupt it is, now it's time for a change. When you choose this class at third level you now deal 2 radiant damage with crimson Blade and are resistant to radiant damage
- Cape of radiance
You now drape yourself in radiance blinding your foes when you have crimson armor on all creatures within a 10 foot radius must make a DC 12 Charisma saving through or be blinded, any hostile creature that ends it's turn in this range receives 5 radiant damage each turn it does
At 6th level you can cast cure wounds as a cantrip
- Dominators touch
At 10th level you can control an object without touching it as a bonus action.The only conditions is that you can see the object and have one free hand, the weight of the object is limited to your carry capacity multiplied by your charisma modifier ,the range is limited to 30 ft of movement per round damage from this is equal to 1point dmg/50pounds
- Enforced Dominion
At 14th level you no longer require seeing the object in order to move it you just need to know it's location, your capacity is now doubled and range is now 100 feet, this can be doubled again with two free hands.
The path of power requires sacrifice as those who tread this path know it well. Upon taking this class at third level you are resistant to both necrotic and radiant damage
- Tattered cape
Upon third level you seek power just as the infernal you now have Black Heart and Cloak of darkness but at the cost of your voice you can no longer cast spells requiring vocal components.
- Dominators touch
Same as the heavenly path at 10th level but in exchange you have a disadvantage for all investigation, persuasion and deception checks without proficiency but you now have an additional proficiency in intimidation.
- Necrotic touch
At 10th level same as the infernal you now have the same mastery over the dead but you are now weakened by it, for every corpse in your control you lose 1 Max hp for every medium or large creature,2 Max hp for every huge creature,and 15 Max hp for every gargantuan creature until the creature is freed or permanently destroyed.
- Enforced Dominion
Same as heavenly path at 14th level but you may only use one hand to attack at a time.
Prerequisites. To qualify for multiclassing into the Crimson Templar class, you must meet these prerequisites: A str score of 15 and a cha score of 15