Rerem115
2016-07-09, 05:07 PM
While I was looking through some homebrew classes, I noticed a distinct lack of non-magical Divine classes; a class for those who pick up their sword in the name of their god, and use only the strength of their faith and the strength of their arm to carry the day. Seeking to rectify this, I spent an afternoon brewing up a Crusader class, a non-magical martial class who seeks to spread the word of their church.
Crusader
Class Features
As a Crusader you gain the following class features.
Hit Points
Hit Dice: 1d10 per Crusader level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Crusader level after 1st
Proficiencies
Armor: All Armor, Shields
Weapons: all Simple and Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a priest's pack or (b) an explorer’s pack
A holy symbol
Level
Proficiency Bonus
Features
1
+2
Religious Trance, Church Teachings
2
+2
Fighting Style
3
+2
Crusader Order
4
+2
ASI
5
+3
Extra Attack (2)
6
+3
Driven by Faith
7
+3
Order Feature
8
+3
ASI
9
+4
Veteran Campaigner
10
+4
Into the Fray, Religious Trance (3)
11
+4
Holy Fervor
12
+4
ASI
13
+5
Order Feature
14
+5
Unrelenting Strike
15
+5
Tempered Zeal
16
+5
ASI
17
+6
Retribution
18
+6
Order Feature, Religious Trance (4), Trance Damage (2d4)
19
+6
ASI
20
+6
Martyr's Purity
Class Abilities
Religious Trance
As a bonus action, you can enter a religious trance. While you are in this trance, you gain the following benefits:
-Your attacks deal an additional 1d4 damage
-Your walking speed increases by 10 feet
-You have advantage on Strength checks and saving throws
Your trance lasts for one minute. Your trance may end early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your trance early as a bonus action. Once you have entered a religious trance twice, you must finish a long rest before you can do so again.
You gain an additional use of this feature at 10th level, and again at 18th level. At 18th level, your additional damage changes from 1d4 to 2d4.
Church Teachings
Beginning at 1st level, you gain proficiency in Religion if you are not already proficient. If you are proficient, you gain Expertise.
Fighting Style
At second level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Crusader Order
When you reach 3rd level, you join an order that binds you as a Crusader forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Order of Hospitalers or the Order of the Templar, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 13th, and 18th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Driven by Faith
Beginning at 6th level, you become immune to Charm and Fear effects while you are in a religious trance. In addition, you end the effect of any Charm or Fear upon entering a religious trance.
Veteran Campaigner
You have learned how to keep pushing on long marches. Beginning at 9th level, when you expend a hit die during a short rest, roll the die twice and take the higher of the two results.
Into the Fray
Your faith drives you to charge into the foe and smite them. Beginning at 10th level, you gain advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter a religious trance before doing anything else.
Holy Fervor
You draw upon your devotion in order to cleanse the world from enemies of your church. Beginning at 11th level, once per turn you may deal an additional 1d8 damage to an enemy struck by one of your attacks.
Unrelenting Strikes
Starting at 14th level, while you are in a religious trance, when you roll a 1 on your attack roll, you may choose to reroll your attack, using the new roll, even if the new roll is also a 1.
Tempered Zeal
Studying the great works of your church has strengthened your mind. Beginning at 15th level, you gain proficiency in Wisdom saves.
Retribution
Starting at 17th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Martyr's Purity
Your piety is unsurpassed by mortal beings. You are sustained and protected by your faith. Starting at 20th level, you gain resistance to Fire, Cold, and non-magical Slashing, Piercing, and Bludgeoning damage. In addition, you require half as much food to survive.
Crusader Orders
Order of the Hospitaler
Sometimes the word of a god is more powerful when it comes from a being wielding bandages instead of a sword. Crusaders of the Order of the Hospitaler are those who seek victory through protection and healing, rather than brute strength.
Medical Training
Starting at 3rd level, you gain proficiency with Medicine and Healer's Kits. If you already have proficiency with either, you gain expertise. You can also spend one day and 3 gold creating a new Healer's Kit
Aura of Confidence
While your companions may not share your faith, they may draw strength from your example. Starting at 7th level, while you are conscious, allies within 10' of you gain advantage on saves to resist Charm or Fear. At 18th level, this aura expands to 30'.
Field Medic
You have studied the healing arts to their utmost. Starting at 13th level, if you spend a charge of a Healer's Kit on an ally during a short rest, they are healed a number of hit points points equal to your Wisdom modifier (minimum 1) and when they expend a hit die during that short rest, they roll the die twice and take the higher of the two results.
Hold the Line
Those who cannot reach your allies cannot hurt them. Your will to protect those under your care forces you to stand and fight. Starting at 18th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
You don’t gain this benefit if you have 0 hit points.
Order of the Templar
It can be said that the only way to permanently stop an enemy is to destroy them. Crusaders of the Order of the Templar are those who devote themselves to war so they can better eliminate foes of the church.
Martial Training
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Godspeed
None shall flee from you. Starting at 7th level, you can use your bonus action to Dash.
Furor of the Templar
You know how to land truly devastating blows. Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Improved Martial Training
Starting at 18th level, your weapon attacks score a critical hit on a roll of 18-20.
Crusader
Class Features
As a Crusader you gain the following class features.
Hit Points
Hit Dice: 1d10 per Crusader level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Crusader level after 1st
Proficiencies
Armor: All Armor, Shields
Weapons: all Simple and Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a priest's pack or (b) an explorer’s pack
A holy symbol
Level
Proficiency Bonus
Features
1
+2
Religious Trance, Church Teachings
2
+2
Fighting Style
3
+2
Crusader Order
4
+2
ASI
5
+3
Extra Attack (2)
6
+3
Driven by Faith
7
+3
Order Feature
8
+3
ASI
9
+4
Veteran Campaigner
10
+4
Into the Fray, Religious Trance (3)
11
+4
Holy Fervor
12
+4
ASI
13
+5
Order Feature
14
+5
Unrelenting Strike
15
+5
Tempered Zeal
16
+5
ASI
17
+6
Retribution
18
+6
Order Feature, Religious Trance (4), Trance Damage (2d4)
19
+6
ASI
20
+6
Martyr's Purity
Class Abilities
Religious Trance
As a bonus action, you can enter a religious trance. While you are in this trance, you gain the following benefits:
-Your attacks deal an additional 1d4 damage
-Your walking speed increases by 10 feet
-You have advantage on Strength checks and saving throws
Your trance lasts for one minute. Your trance may end early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your trance early as a bonus action. Once you have entered a religious trance twice, you must finish a long rest before you can do so again.
You gain an additional use of this feature at 10th level, and again at 18th level. At 18th level, your additional damage changes from 1d4 to 2d4.
Church Teachings
Beginning at 1st level, you gain proficiency in Religion if you are not already proficient. If you are proficient, you gain Expertise.
Fighting Style
At second level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Crusader Order
When you reach 3rd level, you join an order that binds you as a Crusader forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Order of Hospitalers or the Order of the Templar, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 13th, and 18th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Driven by Faith
Beginning at 6th level, you become immune to Charm and Fear effects while you are in a religious trance. In addition, you end the effect of any Charm or Fear upon entering a religious trance.
Veteran Campaigner
You have learned how to keep pushing on long marches. Beginning at 9th level, when you expend a hit die during a short rest, roll the die twice and take the higher of the two results.
Into the Fray
Your faith drives you to charge into the foe and smite them. Beginning at 10th level, you gain advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter a religious trance before doing anything else.
Holy Fervor
You draw upon your devotion in order to cleanse the world from enemies of your church. Beginning at 11th level, once per turn you may deal an additional 1d8 damage to an enemy struck by one of your attacks.
Unrelenting Strikes
Starting at 14th level, while you are in a religious trance, when you roll a 1 on your attack roll, you may choose to reroll your attack, using the new roll, even if the new roll is also a 1.
Tempered Zeal
Studying the great works of your church has strengthened your mind. Beginning at 15th level, you gain proficiency in Wisdom saves.
Retribution
Starting at 17th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Martyr's Purity
Your piety is unsurpassed by mortal beings. You are sustained and protected by your faith. Starting at 20th level, you gain resistance to Fire, Cold, and non-magical Slashing, Piercing, and Bludgeoning damage. In addition, you require half as much food to survive.
Crusader Orders
Order of the Hospitaler
Sometimes the word of a god is more powerful when it comes from a being wielding bandages instead of a sword. Crusaders of the Order of the Hospitaler are those who seek victory through protection and healing, rather than brute strength.
Medical Training
Starting at 3rd level, you gain proficiency with Medicine and Healer's Kits. If you already have proficiency with either, you gain expertise. You can also spend one day and 3 gold creating a new Healer's Kit
Aura of Confidence
While your companions may not share your faith, they may draw strength from your example. Starting at 7th level, while you are conscious, allies within 10' of you gain advantage on saves to resist Charm or Fear. At 18th level, this aura expands to 30'.
Field Medic
You have studied the healing arts to their utmost. Starting at 13th level, if you spend a charge of a Healer's Kit on an ally during a short rest, they are healed a number of hit points points equal to your Wisdom modifier (minimum 1) and when they expend a hit die during that short rest, they roll the die twice and take the higher of the two results.
Hold the Line
Those who cannot reach your allies cannot hurt them. Your will to protect those under your care forces you to stand and fight. Starting at 18th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
You don’t gain this benefit if you have 0 hit points.
Order of the Templar
It can be said that the only way to permanently stop an enemy is to destroy them. Crusaders of the Order of the Templar are those who devote themselves to war so they can better eliminate foes of the church.
Martial Training
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Godspeed
None shall flee from you. Starting at 7th level, you can use your bonus action to Dash.
Furor of the Templar
You know how to land truly devastating blows. Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Improved Martial Training
Starting at 18th level, your weapon attacks score a critical hit on a roll of 18-20.