Crimson Templar (5e Class)

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Crimson Templar[edit]

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[edit]

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[edit]

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.

Class Features

As a Crimson Templar you gain the following class features.

Hit Points

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

Proficiencies

Armor: none, all shields
Weapons: martial and simple melee weapons
Tools: none
Saving Throws: Charisma Dexterity
Skills: two from: intimidation, persuasion, perception, stealth, investigation, acrobatics, animal handling, or arcana

Equipment

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.

Table: The Crimson Templar

Level Proficiency
Bonus
Features cantrips
1st +2 Crimson Armor 1
2nd +2 Crimson Blade 2
3rd +2 Archetype 2
4th +2 Ability Score Improvement 3
5th +3 Winds of change, Extra Attack 3
6th +3 Archtype feature 3
7th +3 Brutal Critical 4
8th +3 Ability Score Improvement 4
9th +4 Persuasive 4
10th +4 Archetype feature 4
11th +4 Extra resistance 5
12th +4 Ability Score Improvement 5
13th +5 Favored enemy 5
14th +5 Archetype feature 5
15th +5 Superior Critical 6
16th +5 Ability Score Improvement 6
17th +6 Determined 6
18th +6 Dragons Roar 6
19th +6 Ability Score Improvement 6
20th +6 Rulers Battle Cry 7

Crimson Armor[edit]

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 every time you get an ability score increase chose one of the following

•+1 to ac

•Resistance to one damage type

•proficiency in one type of weapon or tool set

•permanent +1 to a single skill check

•need a short rest instead of a long one

gain proficiency in one more charisma skill

Crimson Blade

Much like your armor you can now alter your weapon or create one entirely as many times as your charisma modifier per long rest until you either rest, sheath or release your weapon giving you the following effects

Make weapon

+1 to hit for 20 shots(if ranged)

Strikes cause magical fire damage instead of normal

+1 hit die per strike

Unlimited shots(if ranged)

+1d4 fire damage

+1 damage to all strikes

Archtype[edit]

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[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.

Winds of change[edit]

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.

Persuasive

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

Determination

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

Infernal[edit]

You don't care about the world around it could burn to the ground, in fact that's how you like it. Carnage is your name and evil is your life now and you only follow yourself, upon choosing this path all of your attacks with crimson Blade cause an additional 2 necrotic damage and you are resistant to necrotic damage

Cloack 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 are 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 aside from being in direct lighting

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, these share half the modifier stats and health rounded down of the original being you can only have one corpse at a time and they must be ordered to act

Corpus

At 10th level you can now resurrect a number of creatures equal to your charisma modifier+1 you can have one of these be a huge corpse or smaller

Necrotic touch

At 14th you can now raise the dead at full stats and raise either a single gargantuan creature, a number of huge creatures equal to your charisma modifier+1 or 20 medium creatures

Celestial[edit]

You see the world and how corrupt it is, now is the time for change and you are the cause 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 creature that ends it's turn in this range receives 2 radiant damage each turn it does

Cure

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/25pounds

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 and your capacity is now doubled and range is now 100 feet, this can be doubled again with two free hands

Seclusion[edit]

The path of power requires sacrifice as those who tread this path know well your cape is faded and your mind insane but why you continue is solid in your mind half the time and gone the other. Upon taking this class at third level you are resistant to both necrotic and radiant damage but can not deal either with crimson Blades effects

Tattered cape

Upon third level you you seek power just as the infernal you now have black Heart but at the cost of your voice you can no longer cast spells requiring vocal components unless situations make it unnecessary

Dominators touch

Same as the heavenly path at 6th level but in exchange you are awkward and distant with others and have an 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 10 Max hp until the corpse is destroyed or freed

Enforced Dominion

Same as heavenly path at 14th level but you now have one level of exhaustion at all times

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <Crimson Templar> class, you must meet these prerequisites: Charisma 13 and constitution

Proficiencies. When you multiclass into the <Crimson Templar> class, you gain the following proficiencies: simple and marcial melee weapon and shields



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