“
|
Holy Avengers, these Crusaders fight valiantly for justice, throwing themselves headfirst in to their cause.
|
”
|
—JohnSmith82
|
Class Traits
|
Role: Defender, Striker. A melee striker and defender, they shift between dealing damage to the damned and defending their allies from the injust. They are as much guardians as they are crusaders of justice.
|
Power Source: Divine and Martial. Crusaders employ basic, martial attacks, that are enhanced by their divine vigor and will.
|
Key Abilities: Strength, Wisdom
|
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
|
Weapon Proficiencies: Simple melee, military melee, simple ranged
|
Implements: Holy Symbol
|
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
|
Hit Points at 1st Level: 15 + Constitution score
|
Hit Points per Level Gained: 6
|
Healing Surges per Day: 10 + Constitution modifier
|
Trained Skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)
|
Build Options: Crusader
|
Class Features: Crusader's Wrath, Divine Aura, Holy Glyphs, Seals, Judgments, Blessings, Lending Hand, Lay on Hands
|
Class Overview[edit]
Name: Crusaders
Characteristics: The crusader is a predominately melee striker and defender who uses divine powers and seals to enhance melee basic attacks. They don't gain daily powers, but do gain a scaling Encounter power and possess a number of augmentations for their melee basic attacks, as well as inherent abilities. They gain an extra Utility power at level 2, 6, 10, 16, and 22. They also gain access to an additional Seal at level 11 and 21, and additional Judgements and Glpyhs at level 7, 13, and 23. They are an essentials-style class, but differ in some ways.
Religion: A divine protectors of justice, they are heavily inspired by religion. While some are strong believers of their faith, others see it more as a means to an end, or only pay partial reverence to the Gods. Others still are more agnostic or Atheistic, and pay homage to the "Divine Light" of creation, and respect all living creatures and morality. While all crusaders are inspired by their faith, not all are inspired by Good. While all Crusaders believe their righteous, moral crusade is for the betterment of mankind, many Crusaders stray from the moral path, and grow to worship dark, or evil Gods. This Crusaders often believe themselves to be doing the right thing, but are authoritarian or ruthless in their execution. All Crusaders are uncompromising in their convictions, and this extremism can lead to the darker side.
Races: The Crusader naturally favors races with high Strength and Wisdom. This includes the Goliath, Minotaur and Shifter. Any strength based race can benefit, and humans are particularly effective in the role. Dwarves and muls are naturally inclined towards the role, as are Dragonborn.
}}
Creating a Crusader[edit]
- Ability Scores
Strength should be your primary ability. As almost all of your powers and attack rolls utilize strength for the attack and damage roll, strength should be the primary ability, and 20 strength at character creation is recommended for power characters or strikers. However, wisdom is extremely important, as well. Virtually all of your secondary powers use wisdom, and many of your secondary damage roles use Wisdom. Wisdom is almost as important as strength, although some builds can get away with lower wisdom levels. 20/16 or 18/18 is recommended. 20/14 or 18/16 are plausible, albeit weaker builds.
- Feats
Crusaders emphasize durability and power. Feats which boost your defenses, such as toughness or improved defenses, will naturally augment your high defenses. Damage feats, such as weapon proficiency or expertise feats, should not be neglected, especially if you are going a more striker oriented route. Feats built for the Crusader should be considered, as should racial feats that are particularly powerful, such as Dwarven Weapon Training.
- Equipment
As you are a heavy armor dependent class with secondary abilities that do not boost lightly armored defenses (such as dexterity or intelligence), you should start with the highest armor you can, or plate. Choosing heavy shields or two-handed weapons will be your biggest choice; if you want to do more damage, you should go with two-handed weapons, which also can receive additional benefits with certain powers. As all of your melee attacks can substitute your enhancement with your implement bonus instead, and your minion attacks will be dependent on your implement bonus, it is wise to choose a magical holy symbol. Otherwise, standard adventuring gear is suggested.
- Implement Bonus
When you wear or hold your holy symbol, you can add its enhancement bonus to the attack rolls and the damage rolls of powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you have proficiency.
You can also use a weapon with which you have proficiency as an implement. When wielding the weapon as an implement, the weapon's characteristics-proficiency bonus, damage die, and weapon properties like defensive or high crit-are irrelevant to your implement powers.
If you have both an implement and a magic weapon, you choose before you use an attack power whether to draw on the magic of the implement or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of implement and the critical hit effect of your magic weapon with the same attack.
Crusader Class Features[edit]
Crusader's use melee basic attacks for most of their attacks, and generally modify them in order to do extra damage. Seals and Auras in general are passive benefits that always provide your character with a bonus, where as Blessings, Lending Hands and Judgments tend to be situational. Crusaders function as either Strikers or Defenders, capable of using a mixture of both to increase the damage of their attacks or increase their defending abilities. Crusader's possess a wide variety of special abilities, and can function mildly as leaders. Crusader Melee basic attacks gain both the Martial and Divine keyword, but still use strength for the attack and damage rolls.
Crusader's Wrath[edit]
When wielding a weapon, you gain a +1 bonus to all attack rolls.
Lay on Hands[edit]
You gain an additional healing surge. In addition, you can use your second wind as a minor action to heal an ally of your choice within 5 squares of you. If you do so, you gain no benefit from using your second wind, but the ally regains hit points equal to his or her healing surge value.
Divine Aura[edit]
You gain access to divine Auras. Divine Auras are auras that augment your character in innate ways. The Defender aura causes a -2 penalty to allies who don't target you and allows for opportunity attacks, as normal defender auras do. The other three auras effect damage, allow you to reduce your allies damage, and heal your allies. You gain access to the Defender Aura, Devotion Aura, Crusader Aura, and Sanctity Aura. While you have access to all 4 auras, you can only have 1 aura active at any given point in time. At the start of combat, you can activate one aura for free; when you roll for initiative, you can choose to activate one aura as a free action. After this, you must activate the Auras normally.
Seals are your basic attack abilities, similar to stances in the essentials rulebooks. However, Seals are not stances. While active, Seals provide some kind of benefit which usually modifies your melee basic attacks or movement in some way. They often provide extra damage or effects, and can even heal your allies. While you have access to multiple seals, you can only have 1 seal active at any given point in time. At the start of combat, you can activate one Seal for free; when you roll for initiative, you can choose to activate one aura as a free action. After this, you must activate the Seals normally. At level 11, you can increase the amount of seals you know by one, and by level 21 you can increase the amount of seals you know by one, again.
Holy Glyph[edit]
Glyphs are points that can be expended when in use with certain powers. They mostly are used for Blessings, Lending Hands and Judgments. As you level, the number of glyphs you have per encounter increases. Glyphs can be used with other powers, such as utility powers, but are not always. You regain a glyph each time an attack of yours results in the death of a non-minion enemy. You can only get one glyph in this manner, per turn. Furthermore, these glyphs are lost at the end of an encounter.
At level 1, you start each encounter with 2 glyphs. At level 7, you start with 3 glyphs. At level 13, you start with 4 glyphs. At level 23, you start with 5 glyphs.
Blessings[edit]
You gain access to Blessings. Blessings are special modifications that boost your allies powers in some way. Blessing usually require a glyph to activate, and generally can only be used once per encounter. They provide a powerful, static benefit that lasts for the entire encounter. While they vary in effect, all blessings provide extra bonuses to your allies in some way, that remain with them as you play. Only one blessing of any type can be used per encounter. At level 21, this increases this 2 blessings per encounter.
Lending Hands[edit]
You gain access to Lending Hands, which are similar to Blessings. Lending hands are special modifications that provide a boost to your allies in some way. While the effects of the powers varies, they consume a glyth to activate ,and generally can only be used once per encounter. They provide a powerful benefit to a character, which lasts for a variable length of time. Only one Lending Hands of any type can be used per encounter. At level 21, this increases to two blessings.
Judgments[edit]
Judgments are essentially attacks that consume a Glyph to activate. While not as powerful as encounter powers, they provide an additional bonus to a melee basic attack, to augment them in some way. This can range in effect from dazing the enemy to making the attack a close burst 1. You learn 2 judgments at level 1, and 3 at level 7, 4 at level 13, and 5 at level 23.
Heroic Crusader[edit]
|
By caiomonteiroart [1]
|
Level 1: At-Will Auras[edit]
Benefit: You gain all of the following powers at level 1. You may only have 1 aura active at a time. At the beginning of an encounter, you may activate an aura for free, or when you roll an initiative check.
Defender Aura
|
Crusader Utility 1
|
You focus on defending your allies, exhibiting a radiance of sheer protection.
|
At-Will Divine, Aura
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
|
Devotion Aura
|
Crusader Utility 1
|
You embody the presence of sheer devotion, exuding an aura healing all those around with the blessing of the Gods.
|
At-Will Divine, Aura
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, all allies regain hitpoints equal to your wisdom modifier.
|
Crusader Aura
|
Crusader Utility 1
|
You exude the raw presence of a Crusader, filled with the conviction to destroy the wicked.
|
At-Will Divine, Aura
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, enemies take a -1 penalty to all defenses.
|
Sanctity Aura
|
Crusader Utility 1
|
You consecrate the ground around you, sanctifying the earth itself.
|
At-Will Divine, Aura
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, allies takes 20% less damage against all attacks.
|
Battle Guardian
While an ally is subject to one of your auras, you can use the "Battle Guardian" power.
Battle Guardian
|
Crusader Utility 1
|
You act with argent fury, rushing to intercept an attack.
|
At-Will Divine, Aura
|
Free Action
|
Personal
|
Trigger: An enemy subject to your Divine aura either shifts or makes an attack that targets an ally of yours, but not you or an ally who has an active defender aura or Divine Aura.
|
Target: Self
|
Effect: You can make an opportunity attack against the triggering enemy.
|
Level 1: At-Will Seal Powers[edit]
Benefit: You gain two of the following powers at level 1. At level 11, you gain access to one additional Seal power, and at level 21 you gain access to one more additional Seal power from the list below. Seals are essentially your melee basic attack modifiers, similar to stances in essentials classes. They are your primary damage augmentation modifiers.
Seal of the Crusader
|
Crusader Utility 1
|
You are imbued with the will of the Crusader, bent on the path of destruction.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of the Crusader". Until the seal ends or you change the seal, you gain your wisdom modifier bonus +2/3/4 as extra damage when you make melee basic attacks. At level 11, the bonus increases to double your wisdom modifier.
|
Seal of Blood
|
Crusader Utility 1
|
You exude an aura of blood, striking your enemies with righteous fury.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Blood". Until the seal ends or you change the seal, you gain a +1 bonus attack rolls and a +2/4/6 bonus to damage rolls when you make a melee basic attack.
|
Seal of Fury
|
Crusader Utility 1
|
You enter a state of righteous fury, quick to condemn all who cross your path.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Fury". Until the seal ends or you change the seal, you gain a +2/4/6 bonus to damage rolls of melee basic attacks when you charge. On a successful hit, you can knock the target prone. In addition, you can shift 2 squares as a move action during your turn.
|
Seal of Justice
|
Crusader Utility 1
|
You cripple your enemies with the all encompassing, weight of justice.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Justice". Until the seal ends or you change the seal, when you successfully hit a target with a melee basic attack it is slowed and takes a -1 penalty to all defenses until the end of your next turn.
|
Seal of Vengeance
|
Crusader Utility 1
|
You seek vengeance for your allies, protecting them from harm.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Vengeance". Until the seal ends or you change the seal, you gain a bonus to opportunity attack and damage rolls equal to your wisdom modifier. Further, an enemy struck by your opportunity attacks stops moving; If it still has actions remaining, it can use them to resume moving.
|
Seal of Command
|
Crusader Utility 1
|
You exude the aura of Command, your raw presence insisting on control of your enemies.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Command". Until the seal ends or you change the seal, when you successfully hit a target with a melee basic attack it takes a -2 penalty to all attack rolls until the end of your next turn.
|
Seal of Righteousness
|
Crusader Utility 1
|
You are the righteous hand of God, his loyal soldier, a man who will not kneel.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Righteousness". Until the seal ends or you change the seal, when you successfully hit a creature with a melee basic attack, one creature adjacent to etheir you or the target takes damage equal to your wisdom modifier. When you miss with a melee basic attack, the attack does damage equal to your wisdom modifier.
|
Seal of Light
|
Crusader Utility 1
|
You take heed in the spirit of the light, imparting it's healing touch on your allies.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Light". Until the seal ends or you change the seal, when you successfully hit a target with a melee basic attack your or an ally with 5 squares of you either regains hitpoints equal to your wisdom modifier, or gains temporary hitpoints equal to your wisdom modifier.
|
Seal of Truth
|
Crusader Utility 1
|
All shall be revealed and judged, under the weight of the truth.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Light". Until the seal ends or you change the seal, when you target a creature with a melee basic attack you can choose to target the fortitude defense. In addition, one ally within 5 squares of you gains a +1 bonus to their AC until the end of your next turn.
|
Seal of Insight
|
Crusader Utility 1
|
Your natural intuition and insight, in to the spiritual planes, grants you power.
|
At-Will Divine, Weapon, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain the "Seal of Insight". Until the seal ends or you change the seal, when you successfully hit a creature with a melee basic attack, you gain a +1 bonus to all defenses until the end of your next turn. You can also shift 3 squares as a move action.
|
Level 1: At-Will Judgment Powers[edit]
Benefit: You gain two of the following powers at level 1. At level 7, 13, and 23, you gain access to one additional judgment power of your level or lower.
Judgments consume a Holy Glyph in order to be used. Judgments can be use no more than twice per encounter, regardless of how many judgments you have. While you can use as many judgments as possible equal to your number of Glpyhs, you can only use individual powers twice per encounter. You can only use 1 Judgment power per turn, regardless of how many Holy Glyphs you have remaining.
Hammer of Justice
|
Crusader Utility 1
|
You strike with the blinding power of justice, it's crushing blow dazing your enemies.
|
At-Will Divine, Weapon
|
Free Action
|
Personal
|
Trigger: You hit a creature with a melee basic attack
|
Target: Self
|
Effect: When you successfully hit a creature with a melee basic attack, that creature is also stunned until the end of your next turn.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Reckoning
|
Crusader Utility 1
|
For the wicked, there is no greater fear than the reckoning.
|
At-Will Divine, Weapon
|
Free Action
|
Personal
|
Trigger: You target a creature with a melee basic attack
|
Target: Self
|
Effect: With your your next melee basic, your reach increases by 2. On a successful hit, the target is immobilized until the end of your next turn.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Consecration
|
Crusader Attack 1
|
You consecrate the ground around you, imbuing it with holy power.
|
At-Will Divine, Weapon
|
Minor Action
|
Close Burst 1
|
Target: Each enemy in burst
|
Effect: Each enemy in the burst takes damage equal to your wisdom modifier.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Long Arm of the Law
|
Crusader Utility 1
|
You wield the long arm of the law, reaching beyond the bounds of mere mortal men.
|
At-Will Divine, Weapon
|
Minor Action
|
Personal
|
Target: Self
|
Effect: When you make a melee basic attack, you can choose for the attack to gain the ranged property with a range of 5. On a successful attack, the target is slowed. The target does not provoke opportunity attacks for being ranged.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Sefless Healer
|
Crusader Utility 1
|
You selflessly sacrifice yourself to heal others, and aid your allies.
|
At-Will Divine, Weapon
|
Free Action
|
Ranged 5
|
Trigger: You hit a creature with a melee basic attack.
|
Target: One ally
|
Effect: One ally can regain hitpoints equal to your level + your wisdom modifier.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Holy Avenger
|
Crusader Utility 1
|
Vengeance is among the most moral pursuits of justice.
|
At-Will Divine, Weapon
|
Free Action
|
Personal
|
Trigger: You hit a creature with a melee basic attack.
|
Target: Self
|
Effect: You deal extra damage to the target equal to your strength modifier.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Sanctity of Battle
|
Crusader Utility 1
|
You preserve the sanctity of battle, ensuring your enemies follow the same command as the light.
|
At-Will Divine, Weapon
|
Free Action
|
Personal
|
Trigger: You hit a creature with a melee basic attack.
|
Target: Self
|
Effect: The target is blinded until the end of your next turn.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Heart of the Crusader
|
Crusader Utility 1
|
You strike with such fury, your enemy revels in awe of your conviction.
|
At-Will Divine, Weapon
|
Free Action
|
Personal
|
Trigger: You hit a creature with a melee basic attack.
|
Target: Self
|
Effect: The target takes a -2 penalty to attack rolls and is dazed until the end of your next turn.
|
Special: This power consumes 1 holy glyph. In addition, you can only use this power twice per encounter.
|
Level 1: Blessing Powers[edit]
Benefit: You gain all of the following powers at level 1. Blessings consume a Glyph in order to be activated. Blessing provide a benefit to the target, which usually lasts until the end of the encounter. Only one blessing can be used per encounter, regardless of how many Glyphs you have. At level 21, this increases to 2 blessings.
Blessing of Might
|
Crusader Utility 1
|
You impart the blessing of might upon an ally, increasing their strength.
|
Daily Divine, Blessing
|
Minor Action
|
10
|
Target: One ally
|
Effect: The ally gains a +1 bonus to attack rolls and a +2/3/4 bonus to damage rolls until the end of the encounter.
|
Special: This power consumes 1 holy glyph.
|
Blessing of Kings
|
Crusader Utility 1
|
You bestow the blessing of Kings, providing the general goodwill and health they receive.
|
Daily Divine, Blessing
|
Minor Action
|
10
|
Target: One ally
|
Effect: The ally gains 5/10/15 extra hitpoints and regeneration 1/2/3 until the end of the encounter.
|
Special: This power consumes 1 holy glyph.
|
Blessing of Sanctuary
|
Crusader Utility 1
|
You offer sanctuary to all those in need of protection.
|
Daily Divine, Blessing
|
Minor Action
|
10
|
Target: One ally
|
Effect: The ally gains a +1 bonus to all defenses until the end of the encounter. In addition, when you are adjacent to the ally or a creature making an attack against that ally, all attacks take a -2 penalty to attack rolls if the attack does not include you.
|
Special: This power consumes 1 holy glyph.
|
Blessing of Wisdom
|
Crusader Utility 1
|
You impart the wisdom of the Gods, granting them with indellible vision.
|
Daily Divine, Blessing
|
Minor Action
|
10
|
Target: One ally
|
Effect: The ally gains a +2 bonus to all skill checks until the end of the encounter. In addition, the Ally vision and hearing is never disrupted by any means, they can ignore concealment and total concealment, and they cannot suffer from the blinded or deafened condition. They are also immune to the dazed, dominated and stunned condition.
|
Special: This power consumes 1 holy glyph.
|
Blessing of Light
|
Crusader Utility 1
|
You impart the blessing of the Light, allowing it to empower your allies.
|
Daily Divine, Blessing
|
Minor Action
|
10
|
Target: One ally
|
Effect: The ally gains a +2/3/4 bonus to all all damage rolls, resist 2/4/6 to all damage, cannot suffer from the blinded or deafened condition, and their vision and hearing is never disrupted by any means.
|
Special: This power consumes 1 holy glyph.
|
Level 1: Lending Hand Powers[edit]
|
By Yee-ling Chung [2]
|
Crusaders gain access to Auras, Seals, Judgments, Blessing, Hands, and Crusader's Strike.
Benefit: You gain all of the following powers at level 1. Hand powers consume a Glyph in order to be activated. Hand powers provide a benefit to the target, which usually last for a short period. Only one hand power can be used per encounter, regardless of how many Glyphs you have. At level 21, this increases to 2 hands.
Hand of Freedom
|
Crusader Utility 1
|
There is no more liberating feeling, than when feeling for the first time, the hand of freedom.
|
Encounter Divine, Hand
|
Free Action
|
Ranged 10
|
Trigger: An ally makes a damage roll
|
Target: One ally
|
Effect: Until the end your next two turns after you've activated this power, the ally gains extra damage to all their damage rolls equal to your strength modifier.
|
Special: This power consumes 1 holy glyph.
|
Hand of Sacrifice
|
Crusader Utility 1
|
You make the sacrifice, protecting your ally from harm, by shifting it to yourself.
|
Encounter Divine, Hand
|
Free Action
|
Ranged 10
|
Trigger: An ally is the target of an attack
|
Target: One ally
|
Effect: Until the end your next two turns after you've activated this power, you can choose to take all the damage the ally would ordinarily take.
|
Special: This power consumes 1 holy glyph.
|
Hand of Protection
|
Crusader Utility 1
|
You provide an aura of protection, a seal, glowly radiantly around the ally, absorbing the harm that may befall them.
|
Encounter Divine, Hand
|
Free Action
|
Ranged 10
|
Trigger: An ally is the target of an attack
|
Target: One ally
|
Effect: Until the end your next three turns after you've activated this power, the ally takes half the damage from all sources of attacks.
|
Special: This power consumes 1 holy glyph.
|
Hand of Salvation
|
Crusader Utility 1
|
You extend your hand with salvation, offering penance for all who simply reach out and take it.
|
Encounter Divine, Hand
|
Free Action
|
Ranged 10
|
Trigger: An ally makes aroll
|
Target: One ally
|
Effect: The ally can re-roll the roll and take the highest of either result. Until the end your next turn, the ally can re-roll any dice roll and use the higher of either result.
|
Special: This power consumes 1 holy glyph.
|
Hand of Purity
|
Crusader Utility 1
|
You remove the impure, curing your allies of all their ailments.
|
Encounter Divine, Hand
|
Free Action
|
Ranged 10
|
Trigger: An ally is the target of an effect
|
Target: One ally
|
Effect: The ally can choose to loses all effects or end all ongoing conditions or ongoing damage that they possess. Until the end your turn, they are immune to all harmful conditions.
|
Special: This power consumes 1 holy glyph.
|
Level 1: Crusader's Strike (Encounter)[edit]
Benefit: You gain access to the "Crusader's Strike" power. Like the "Power Strike" power, you gain extra uses of the power and deal extra damage with it as you level. You gain an extra use of this power at level 3, 7, and 13.
Crusader's Strike
|
Crusader Attack 1
|
You strike with holy vengeance, confidently attacking your enemies with your Crusader's will.
|
Encounter Divine, Weapon, Radiant
|
Free Action
|
Personal
|
Trigger: You hit a creature with a melee basic attack.
|
Target: The enemy you hit
|
Effect: The target takes 1[W] extra damage from the triggering attack.
This increases to 2[W] at level 13, and 3[W] at level 23.
|
Note: You gain an extra use of this power at level 3, 7, and 13.
Utility Powers[edit]
|
By Hearthstone [3]
|
You gain access to the Paladin Utility powers, including those found in PHB1 and Divine power, in addition to the following.
Level 2[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Blessed Hands
|
Paladin Utility 1
|
You are blessed by the gods, giving you the chance to heal your allies.
|
At-Will Divine
|
Minor Action
|
Ranged 5
|
Requirement: You must be trained in the "Heal" Skill.
|
Effect: You may perform one First Aid action with the healing skill (as a minor action 5 squares away).
|
Sacred Cleansing
|
Crusader Utility 1
|
You cleanse your ally of any ailments or disease.
|
Encounter Divine
|
Minor Action
|
Ranged 10
|
Target: One Creature
|
Effect: You immediately end one ongoing effect on the creature that a save can end, or the creature achieves an automatic success on any endurance roll related to poison or disease.
|
Level 6[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Boundless Conviction
|
Crusader Utility 6
|
Your conviction knows no bounds, granting endless vigor.
|
Encounter Divine
|
Minor Action
|
Personal
|
Effect: You enter the "Boundless Conviction" stance. While in the stance, you gain a +4 bonus to all saving rolls, and you are immune the effects of fatigue, hunger, thirst or suffocation, and no longer have to sleep. This stance ends at the end of the encounter.
|
Flash of Light
|
Crusader Utility 6
|
You briefly flash a divine light, allowing for a rejuvenating effect to invigorate the target.
|
Encounter Divine
|
Minor Action
|
Close Burst 5
|
Effect: The target regains hitpoints equal to your level + your wisdom modifier. If the target is healed to full health, the excess hitpoints granted by the power are gained as temporary hitpoints.
|
Level 10[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Gaurdian's Favor
|
Crusader Utility 10
|
You are blessed by the gods of war, to fullfill the role of a true Guardian.
|
Daily Divine
|
Minor Action
|
Personal
|
Effect: You assume the "Gaurdian's Favor" stance. Every time you deal damage to an enemy, you may gain temporary hitpoints equal to your wisdom modifier. While this ability is active, temporary hitpoints you possess can stack with each other.
|
Divine Bulwark
|
Crusader Utility 10
|
You fiercely defend your allies, willing to sacrifice your own health for theirs.
|
Encounter Divine
|
Free Action
|
Close Burst 10
|
Trigger: One ally is successfully hit with an attack.
|
Effect: You may instead be the target of the attack's damage, absorbing the damage completely.
|
Level 16[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Grand Crusader
|
Crusader Utility 16
|
Your a soldier who embarks on a grand, righteous Crusade.
|
Encounter Divine
|
Free Action
|
Personal
|
Trigger: You target a creature with an attack.
|
Effect: You may target the will defense for the attack.
|
Holy Light
|
Crusader Utility 16
|
You exude a bright light, allowing you to heal one creature.
|
Encounter Divine
|
Minor Action
|
Ranged 10
|
Target: One Creature
|
Effect: The target may spend a healing surge to regain hitpoints equal to their healing surge value.
|
Level 22[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Shield of Righteousness
|
Crusader Utility 10
|
With your righteous shield, you shall defend the freedom of all those who need your assistance. By throwing your shield at the target, you can use it offensively to not only absorb the damage from attacks, but disrupt them.
|
Encounter Divine
|
Free Action
|
Close Burst 5
|
Trigger: An ally within 5 square of you is targeted with an attack.
|
Requirement: You must be wielding a shield.
|
Effect: As an immediate interrupt, you can roll your strength + weapon proficiency vs. the creature's AC. On a successful hit, the creature's attack is interrupted.
|
Level 26[edit]
Benefit: You can choose one of the following powers below or a Paladin Utility power of the same level.
Holy Wrath
|
Crusader Utility 26
|
You unleash your Holy Wrath on to all enemy's unfortunate to become your foe.
|
Daily Divine
|
Minor Action
|
Personal
|
Effect: You enter the "Holy Wrath" stance. While in the stance, you receive a -1 penalty all defenses, and gain a +1 bonus to all attack rolls and a +2 bonus to all damage rolls.
|
Level 11[edit]
Holy Avenger (Level 11): When you spend an action point, you gain temporary hitpoints equal to your wisdom modifier.
Righteous Fury (Level 11): You gain a +1 bonus to all attack rolls using a weapon or implement.
Divine Bulkwark (Level 16): Once per turn when you are struck with an attack, you gain temporary hitpoints equal to your wisdom modifier.
Guardian's Favor
|
Crusader Attack 11
|
You are blessed with the favor of the Light, which gives strength to your attacks.
|
Encounter Divine, Weapon, Radiant
|
Standard Action
|
Melee
|
Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 3[W] + Strength. In addition, one ally within 5 squares of you can spend a healing surge.
|
Avenging Wrath
|
Crusader Utility 12
|
You are inspired by the power of avenging wrath, harkening your holy crusade.
|
Encounter Divine, Radiant
|
Minor Action
|
Personal
|
Target: Self
|
Effect: You gain temporary hitpoints equal to your healing surge value. While you have temporary hitpoints or until the end of the encounter, you gain a +1 bonus to all attack rolls. While this power is active, temporary hitpoints may stack with each other. If you run out of temporary hitpoints, this effect ends, even if you gain more temporary hitpoints later in the encounter.
|
Templar's Verdict
|
Crusader Attack 20
|
You impart the verdict of a Templar, with the judgment of death.
|
Daily Divine, Weapon, Radiant
|
Standard Action
|
Melee, Ranged 10
|
Primary Target: One Creature
|
Attack: Strength Vs. AC
|
Hit: 3[W] + Strength.
|
Secondary Target: One other creature
|
Secondary Attack: Strength Vs. AC.
|
Hit: 2[W] + Strength.
|
Tertiary Target: One other creature than the first two targets
|
Tertiary Attack: Strength Vs. AC.
|
Hit: 1[W] + Strength.
|
Special: When wielding a melee weapon, you can treat it as a heavy Thrown, even if it does not ordinarily possess that property.
|
Back to Main Page → 4e Homebrew → Character Options → Class Variants