Talk:Crusader, Variant (5e Class)

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This is overpowered it’s just a way to get the best gear at level one. Create something similar but less overpowered.

That can be done with a rework. Please sign your messages by the way.--Yanied (talk) 08:11, 24 February 2020 (MST)
Rework finished with subclasses.--Yanied (talk) 10:35, 1 March 2020 (MST)

New Section[edit]

hello, I started chocolating this class in a campaign and I'm having a lot of fun with it, I also had an alternative Crusade's Cal, to go a more defensive path, but before I add it I would like to know what other players in this class think about it:

Holy protector[edit]

in the name of your divinity you take the front line to protect others.

holy armor

Starting at 1th level, your faith protects you in combat, add half of your Charisma modifier (rounded down) as a Ac. at lv 6th add half of your proficiency bonus (rounded down). at lv 11th you fully apply your Charisma. at lv 18th you fully apply your proficiency bonus.

protective aura

Starting at 6th Level, you may expend an action to enter a state of trance where you channel the powerful aura of your deity. This trance lasts for a number of turns equal to your Charisma modifier. While this trance is active, you gain resistance to any type of damage, and if you already have resistance then you temporarily gain immunity to them. You may use this feature a number of times equal to half your Charisma modifier, rounded down, regaining all use after you finish a long rest.

defender of the wounded

Starting at 11th Level your divinity protects you when you stand up for the weakest, When you use your Legionnaire's Blessing , and the object does not get temporary hp, you gains 25% of the heal (rounded down) as temporary hp.

lucky protection

Starting at 18th Level, thanks to your continuous sacrifices and good deeds, your divinity has blessed you with luck: You have 3 luck points. Whenever you make a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the dice, but before the outcome is determined. You choose which of the d20s is used for. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional says are rolled. You regain your expended luck points when you finish a long rest.

Rework finished with subclasses.--Ulisse7007 (Ulisse7007) 19:25 Tuesday, March 22, 2022 (CET)
Holy Armor breaks bounded accuracy. That is a ridiculous amount of AC.
Protective aura is worded weird. So it sounds like damage immunity? Or is that one type only?
Defender of the wounded doesn't make sense. So it only works while you restore points under their maximum? And you gain an awkward calculation too.
A pseudo-lucky feat? You don't give feats to classes. Someone should just take the lucky feat. Also, thematically, it sounds shoe-horned.--Yanied (talk) 13:40, 22 March 2022 (MDT)
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