Crimson Templar (5e Class)
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- 1 Crimson Templar
- 1.1 Cause of change
- 1.2 Creating a Crimson Templar
- 1.3 Class Features
- 1.4 Deific Obedience
- 1.5 Spells
- 1.6 Multiclassing
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 embellish 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: Dexterity and Dexterity
Skills: Two from Acrobatics, Animal Handling, Arcana, Intimidation, Investigation, Persuasion, Perception, Stealth
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.
|Features||Sneak Attack||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||1d6||3||—||—||—||—|
|5th||+3||Winds of change, Extra Attack||1d6||4||2||—||—||—|
|8th||+3||Ability Score Improvement||2d6||4||3||—||—||—|
|12th||+4||Ability Score Improvement||2d6||4||3||3||—||—|
|16th||+5||Ability Score Improvement||3d6||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4d6||4||3||3||3||2|
|20th||+6||Rulers Battle Cry||4d6||4||3||3||3||2|
As an action, you can study a creature you can see within 60 feet. You gain advantage on all Charisma, Wisdom and Dexterity (Stealth) checks against the target.
In addition, you also gain a bonus equal to your proficiency bonus to all your attack rolls, damage rolls and save DC's for your crimson templar features against this opponent.
Starting at 5th level, you can study a opponent as a bonus action on your turn.
In addition, at 6th level and 15th levels, you are able to maintain these bonuses against one additional foe at the same time. You can end the study of one target at the start of your turn, without spending an action, allowing you to study another target.
At 1st level, you choose a deity to obey, and from which you gain divine boons for your loyal and devote service. Your chosen deity will grant you divine boons. You gain a divine boon at 3rd level, and again at 7th, 11th, 15th, and 20th levels.
When you choose a deity to become a devotee, you must perform a daily rite of obedience, that takes 1 hour per day to complete. You only gain the benefits of your class feature after performing that rite, and the benefits of the rite lasts until your next long rest.
Failing to perform your daily obedience will cause you to lose all benefits of your Deific Obedience until you do it.
Shield of Wings
At 2nd level, you gain resistance to fire damage. At 18th level, you become immune to fire damage.
As a bonus action, you can manifest a set of five burning wings from your back, gaining a fly speed of 40 feet for a number of minutes equal to your level. You can dismiss these wings without requiring an action, but any remaining duration is lost.
While you have these wings, and for a number of minutes equal to the number of minutes the crimson templar had wings after the duration ends or the wings are dismissed, you don't have the fire resistance or immunity granted by shield of wings.
At 3rd level, when a creature within range falls unconscious or becomes incapacitated, you can make an attack against it as a reaction.
Starting at 3rd level, whenever you have advantage on a melee attack, or fight an opponent while one of your allies is within 5 feet of it, you deal extra damage equal to 1d6. The extra damage increases as you gain levels in this class, as shown on the sneak attack column on the Crimson Templar table.
In addition, whenever you deal Sneak Attack damage, you can immediately apply your Fiendish Studies bonus on the creature, without spending an action.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, the you can incinerate unaware foes with pure celestial flame. When you deal sneak attack damage to a creature you had successfully used his fiendish studies ability on, the sneak attack wreathes the target in crimson fire.
The target must attempt a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes additional damage equal to half your level x 1d6. Half of this damage is fire damage, half is radiant.
On a successful save, the target takes the sneak attack damage as normal but does not take any of the heavenly fire damage. You can use this feature a number of times equal to your level in this class.
At 18th level, whenever you reduce a creature to 0 hit points with a sneak strike or with your ruthlessness, the target must attempt a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).
On a failed save save, the target is disintegrated, leaving behind only a trace of fine ash, like in the disintegrate spell.
A fiend or undead have no saving throw against this effect.
Gods of community are patrons of mostly rural groups, having as domains the activities that provide for those societies, such as farming and hunting, protecting those who are the cornerstone of any humanoid civilization, those who provide for their people the food and basic resources necessary for the development of any group.
At 1st level, performing your rite of obedience grants you advantage on all your Wisdom (Survival) checks. Your rite of obedience is the following:
- You must plant five seeds in fertile earth, shaping then out int the shape of an arrow. The seeds must be from a plant that could potentially grow on that soil. If there's no available soil, a small bundle of preserved food or a quiver of arrows should be placed on a place were any passerby could see. Your offering must be marked with your god sign and you should say a prayer for the health and safety of the communities in the area
- Though Hide
In addition you gain the ability of subsuming some of the qualities of the animal that gave its life for that armor. You have advantage on Wisdom (Perception) checks that rely on smell or hearing while wearing leather or hide armor.
- Hunter's Ally
At 3rd level,
- Divine Boon
Starting at 3rd level, you can choose one of the following boons as a divine boon granted for your dutiful service:
- Animal Friend:
- Family's Bond:
- Farmer's Bond
At 7th level, your connection with the crops and the earth have given you a bond with plants. You can cast "speak with plants" a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.
In addition, if you spend at least 1 hour during the day under direct sunlight, you don't need to eat that day. You also become immune to poisons from plants and creatures from the plant type.
- Twin Fang
Starting at 11th level,
- Faithful Archer
When you reach the 11th level, you become particularly well trained with hunting tools. Whenever you make an attack with a shortbow, longbow, spear or javelin, you can add your Charisma modifier to your damage rolls.
- Communal Table
At 15th level, your devotion and caring towards your community allow you to conjure the divine bounty of your god to feed your allies. You can cast heroes feast once, without spending a spell slot.
You can't do it again until you finish a long rest.
- Divine Gift
When you reach the 20th level, when you finish your obedience rite, you are gifted with a magical quiver and three arrows of slaying. The quiver is a efficient quiver You choose the type, race or group associated with each arrow.
Trying to sell or give these arrows to another creature cause them to lose any magical property, becoming a regular arrow.
On a miss with this arrow, the arrow reapears on your gifted quiver. Once you fire the three arrows, or when you start a long rest, the arrows are lost, and you can only be gifted again in this manner after finishing a long rest.
Gods of heroism valor those who are good and strong, those who devote their lives to the solely mission to destroy evil and to protect the weak and the innocent from harm
At 1st level, performing your rite of obedience grants you advantage on all your Charisma (Persuasion) checks. Your rite of obedience is the following:
- You must hold your favored weapon in front of you and hang your holy symbol from it. Kneel while focusing on the symbol, praying for guidance and protection from your god, and swearing to follow its teachings.
- Favored Weapon
The god of heroism have a favored weapon that you use in its honor. Choose any type of melee weapon of your choice to be the favored weapon. Whenever you attack a fiend, undead or fey with this weapon, your attack is considered magical for the purposes of overcoming resistances to nonmagical attacks and damage.
- Divine Gift
After finishing your prayer, you can choose to channel the power to your god to either your favored weapon or to your holy symbol. Choosing the weapon grants to that weapon the benefits of the Holy Weapon spell, lasting for 8 hours, or until you start a long rest.
Choosing the holy symbol grants you the benefits of Dispel Evil and Good lasting for the next 8 hours or until the start of your next long rest.
Gods of light are those who provide support and hope even in the direst situations, dispersing the marching of darkness. Usually represented by the sun, these gods are the symbol of new beginnings, and the reminders that no matter how dark the night seems to be, the sun will always rise again.
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