Crusader of the Desert (3.5e Class)

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Crusader of the Desert[edit]

Desert Paladin variant.

Crusaders of the Desert are essentially an arabian paladin most suited to desert campaigns, like Sandstorm. Focusing slightly less on melee combat and more on their spirituality, they have lower hit dice and attack bonuses than a Paladin, but their spiritual abilities are stronger.

Making a Crusader of the Desert[edit]

Crusaders of the Desert work particularly well in parties traversing through the desert in a campaign against evil and injustice.

Adventure: Crusaders of the Desert mostly adventure when a great evil or injustice rises to threaten the people of the desert.

Religion: Crusaders of the Desert almost always follow one of the good deities of the desert, though a few follow other good gods and rarely a Crusader may follow a neutral deity.

Other Classes: Crusaders work well with good Fighters, Paladins, and good Clerics. They're a bit apprehensive of the chaos of a Barbarian. They strongly disapprove of Rogues, but they will try to convert them to a lawful exsistance, or at least make them think twice before committing a chaotic act, as they travel together. Living in the desert, Crusaders understand the mindset of Druids and Rangers, and while uneasy of the power wielded by a Wizard or Sorcerer, they do respect them and their contribution to the group.

Abilities: Strength helps a Crusader in melee combat, while Constitution helps her last longer. Wisdom is essential for her spellcasting, and Charisma helps with her class abilities.

Races: Humans are the most likely to become a Crusader of the Desert, but any race may become one.

Alignment: Lawful Good.

Starting Gold: As Paladin.

Starting Age: Moderate.

Table: Crusader of the Desert

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +2 +0 +2 Divine Aura, Detect Evil, Smite Infidel 1/day 0
2nd +1 +3 +0 +3 Divine Grace, Lay on Hands 0
3rd +2 +3 +1 +3 Aura of Courage, Divine Health 1
4th +3 +4 +1 +4 Heat Endurance 1
5th +3 +4 +1 +4 Smite Infidel 2/day, Special Mount 1
6th +4 +5 +2 +5 Blade of Desert Night 2 1
7th +5 +5 +2 +5 Sandskimmer 2 1
8th +6/+1 +6 +2 +6 Improved Heat Endurance 2 1
9th +6/+1 +6 +3 +6 - 3 2 1
10th +7/+2 +7 +3 +7 Smite Infidel 3/day 3 2 1
11th +8/+3 +7 +3 +7 - 3 2 1
12th +9/+4 +8 +4 +8 Blade of Frigid Desert Night 4 3 2 1
13th +9/+4 +8 +4 +8 - 4 3 2 1
14th +10/+5 +9 +4 +9 Sandskimmer 4 3 2 1
15th +11/+6/+1 +9 +5 +9 Smite Infidel 4/day 5 4 3 2 1
16th +12/+7/+2 +10 +5 +10 - 5 4 3 2 1
17th +12/+7/+2 +10 +5 +10 Holy Aura 5 4 3 2 2
18th +13/+8/+3 +11 +6 +11 - 6 5 4 3 2
19th +14/+9/+4 +11 +6 +11 Holy Blade 6 5 4 3 3
20th +15/+10/+5 +12 +6 +12 Smite Infidel 5/day 6 6 5 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Class Features[edit]

All of the following are class features of the Crusader of the Desert.

Weapon and Armor Proficiency: Crusaders are proficient in Simple Weapons, Martial Weapons, the Great Scimitar (One handed Exotic, 1d8/ 18-20 x2), the Great Falchion(Two Handed Exotic, 1d12/ 18-20 x2), Light Armor, Medium Armor, and Shields.

Spells: Wisdom determines the highest level spell that can be cast, the save DC, and bonus spells. Crusaders must prepare their spells in advance. Crusaders of the Desert choose their spells from the following list:

1st—Axiomatic Water[1], Bless, Bless Water, Bless Weapon, Blessed Aim[1], Cure Light Wounds, Deafening Clang[1], Divine Favor, Divine Sacrifice[1], Endure Elements, Energized Shield (Lesser)[1], Know Greatest Enemy[1], Lionheart[1], Protection from Evil, Read Magic

2nd—Awaken Sin[1] ,Checkmate's Light[1], Cure Moderate Wounds, Divine Protection[1], Energized Shield[1], Fell the Greatest Foe[1], Flame of Faith[1], Holy Mount[1], Resist Energy, Shield of Warding[1], Shield Other, Spiritual Chariot[1], Strength of Stone[1], Zeal[1], Zone of Truth

3rd—Axiomatic Storm[1], Cure Serious Wounds, Daylight, Dispel Magic, Find the Gap[1], Heal Mount[1], Holy Storm[1], Magic Circle Against Evil, Prayer, Righteous Fury[1], Searing Light[1], Seek Eternal Rest[1], Undead Bane Weapon[1], Visage of the Deity(Lesser), Weapon of the Deity[1]

4th—Castigate[1], Cure Critical Wounds, Dispel Chaos, Dispel Evil, Draconic Might[1], Holy Transformation(Lesser)[1], Lawful Sword[1], Moon Bolt[1], Positive Energy Aura[1], Righteous Aura[1], Sacred Haven[1], Visage of the Deity, Wall of Sand[1], Winged Mount[1]

5th—Blistering Radiance[1], Earth Reaver[1], Energy Immunity[1], Flame Strike, Hallow, Heal, Ice Flowers[1], Lucent Lance[1], Planar Ally, Raise Dead, Righteous Might, Visage of the Deity(Greater) Vulnerability[1], Zealot Pact[1]

Divine Aura: At 1st level, a Crusader emits a divine aura of good. Allies within 10 feet of her gain a +1 morale bonus to attack rolls, while enemies within 10 feet of her take a -1 penalty to attack rolls. This ability also functions as an Aura of Good, with power equal to her Crusader level.

Detect Evil: At will, a Crusader can use detect evil, as the spell.

Smite Infidel: Once per day, a Crusader can attempt to smite an opponent who's alignment differs from her own(chaotic, neutral, or evil) with one normal melee attack. She adds her Charisma bonus(if any) to her attack roll and deals 1 extra point of damage per Crusader level. If the Crusader accidentally smites a creature that is good, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every 5 levels thereafter, the Crusader may smite one additional time per day, as indicated on Table: The Crusader, to a maximum of 5 times per day at 20th level.

Divine Grace: At 2nd level, a Crusader gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands: Beginning at 2nd level, a Crusader with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Crusader level x her Charisma bonus. A Crusader may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Crusader can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Crusader decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage: Beginning at 3rd level, a Crusader is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Divine Health: At 3rd level, a Crusader gains immunity to all diseases, including supernatural and magical diseases.

Heat Endurance: At 4th level, a Crusader gains the Heat Endurance feat[2]. If she already has this feat, you gain a +1 bonus on your Fortitude save. At 8th level, she gains the Improved Heat Endurance Feat[2].

Special Mount: Upon reaching 5th level, a Crusader gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium Crusader) or a warpony (for a Small Crusader). The mount can also be a War Camel.

Once per day, as a full-round action, a Crusader may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Crusader's level. The mount immediately appears adjacent to the Crusader and remains for 2 hours per Crusader level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Crusader may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Crusader’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Crusader may not summon another mount for thirty days or until she gains a Crusader level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Crusader takes a –1 penalty on attack and weapon damage rolls.

Blade of Desert Night: At 6th level, at will, a Crusader may imbue her weapon with the Frost property, dealing an additional 1d6 cold damage on a successful hit. This effect lasts for 1 round, plus one additional round per Crusader level. At 12th level, a Crusader can imbue her weapon with the Icy Burst property instead. This ability cannot be placed on a weapon that already has a magic property (Flaming, Shock, etc.).

Sandskimmer: At 7th level, a Crusader gains the Sandskimmer feat[2]. She gains it again at 14th level.

Holy Aura: At 17th level, a Crusader's Aura of Good doubles in power and begins to harm any evil or undead creatures caught within it. These creatures must make a will save(10+Crusadr Level+Crusader's Charisma modifier) or suffer 1d4+1 holy damage per round they're within the aura. A successful save prevents damage for 1d6+4 rounds, when they must make another save.

Holy Blade: At 19th level, a Crusader can imbue her weapon with the Holy property(this stacks with the Icy Burst). If lasts the same number of rounds and faces the same restrictions.

Code of Conduct: A Crusader must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a Crusader’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a Crusader will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A Crusader may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Crusaders of the Desert[edit]

A Crusader who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all Crusader spells and abilities (including the service of the Crusader’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Crusader. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

The Crusader's Mount[edit]

This ability functions the same as the Paladin ability of the same name with the exception that it is equally common to find a Crusader riding a warhorse or a warcamel.

References =[edit]

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