Crusader Devoted knight, divine agent, instrument of vengeance, peerless fighting machine—the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. They seek out and destroy the enemies of their chosen path. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by their convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness. A crusader who embraces a religion or holy faith is similar to a paladin in that they command a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; they are a martial adept whose maneuvers are unpredictable gifts of divine power. Trusting in the power of their chosen deity, they allow faith and intuition to guide them through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause but in a raw, untamed manner. A crusader has absolute faith in their

ability to draw on the source of their power. Creating a Crusader Quick Build You can make a crusader quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the acolyte or soldier background. Class Features As a Crusader, you gain the following class features: Hit Points Hit Dice: 1d8 per crusader level

1d8 per crusader level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per crusader level after 1st Proficiencies Armor: All Armor, Shields

All Armor, Shields Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None

None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Two from Athletics, History, Insight, Intimidate, Persuasion, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a priest’s pack or (b) an explorer’s pack

chain shirt and a holy symbol

The Crusader Level Proficiency Bonus Features Resolve Pool Furious Counterstrike Die Maneuvers Known Stances Known 1st +2 Crusade, Martial Maneuvers — — 1 1 2nd +2 Steely Resolve , Furious Counterstrike 5 1d4 1 1 3rd +2 Extremist 5 1d4 2 2 4th +2 Ability Score Improvement 5 1d4 2 2 5th +3 Extra Attack 5 1d6 3 2 6th +3 Crusade Feature 10 1d6 3 2 7th +3 Zealous Surge 10 1d6 4 2 8th +3 Ability Score Improvement 10 1d6 4 2 9th +4 Extremist Improvement 10 1d8 5 2 10th +4 Crusade Feature 10 1d8 5 3 11th +4 Legacy Techniques (6th level) 15 1d8 5 3 12th +4 Ability Score Improvement 15 1d8 6 3 13th +5 Legacy Techniques (7th level) 15 1d10 6 3 14th +5 Crusade Feature 15 1d10 6 3 15th +5 Legacy Techniques (8th level) 15 1d10 7 3 16th +5 Ability Score Improvements 20 1d10 7 3 17th +6 Legacy Techniques (9th level) 20 1d12 7 4 18th +6 Extremist Improvement 20 1d12 8 4 19th +6 Ability Score Improvement 20 1d12 8 4 20th +6 Unrelenting Zeal Unlimited 1d12 8 4 Crusade At 1st level, you choose to devote to a crusade that guides your actions as a crusader. Now you choose the path of a Devotion's Blade, Commander's Banner, or Mountain's Shield, all detailed at the end of the class description. This crusade will determine most of your access to, and maneuver choices. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Martial Maneuvers From a blend of physical skill, mental self-discipline, and willpower, you have learned to draw upon the disciplines of different schools of martial prowess to use techniques of near superhuman skill and training. Maneuvers can each be used once per short rest unless stated otherwise. There are 3 different kinds of maneuvers; Strike, Boost, and Counter. To use a Strike, you use your Action make one weapon attack as part of the Strike against a target. To use a Boost, you initiate the Boost with a Bonus Action. To use a Counter, you use your Reaction in response to the trigger detailed in the Counter. Maneuvers Known At 1st level, you know one martial maneuver of your choice from the Devoted Spirit, Stone Dragon, or White Raven disciplines. Your maneuver options are detailed after each Crusade description. When you gain certain crusader levels, you gain additional maneuvers of your choice, as shown in the Maneuvers Known column of the Crusader table. Additionally, every other level you can choose one of the maneuvers you know and replace it with another maneuver that you could learn at that level. Saving Throws Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver Save DC = 8 + your proficiency bonus + your Charisma modifier

Stances You begin play with knowledge of one stance from the Devoted Spirit, Stone Dragon, or White Raven discipline. You learn additional Stances of your choice at higher levels, as shown in the Stances Known column of the Crusader table, you can gain the benefits of only one stance at a time. Unlike with maneuvers, you cannot replace a stance at higher levels. Steely Resolve Starting at 2nd level, your dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool called a Resolve pool, that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage an attack deals is added to your Resolve pool first, then any excess damage is applied to your normal hit points. At the end of your next turn, you take the damage stored in your Resolve pool, which then resets to 0. When you receive healing, you choose whether it affects your Resolve pool, your hit points, or both (you can split the amount of healing as you wish). Your Resolve pool can hold up to 5 points of damage. The maximum damage your pool holds increases by 5 at 6th, 10th, and up to a maximum of 20 at 14th level. Furious Counterstrike You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. Beginning at 2nd level, if there is damage in your Resolve pool during your turn from an enemy attack, you gain a bonus on damage rolls equal to your Furious Counterstrike die. This die changes as you gain crusader levels, as shown in the Furious Counterstrike column of the Crusader table. Extremist Beginning at 3rd level, your dedication to see your cause come to fruition begins to influence the enviroment around you. You can cast the Thaumaturgy cantrip. You also gain advantage with Intimidation or Persuation checks to get others to understand your cause and why you fight. At 9th level, you can spend 1 minute holding a speech in public and all creatures who listen to the full speech in a 30 foot radius must make a Charisma saving throw against your Maneuver DC. If they fail, they immediately become one step more friendly towards your and your cause.If they were indifferent they are now friendly, etc. At 18th level, if you hold a speech and a creature fails their saving throw, they immediately become fanatical to your cause for a day. You can then choose one of the creatures that failed their saving throw and suggest a course of action to take (as the suggestion spell) and they will lead all those willing to the best of their ability to complete your request.









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. Zealous Surge Your boundless energy and drive to your cause allow you to endure the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Beginning at 7th level, you can gain advantage on one saving throw. You can’t use this feature again until you finish a long rest. Legacy Techniques At 11th level, you learn to tap into the essence of the sublime way, allowing you to use techniques beyond the abilities of most Crusaders. You learn one legacy technique of your choice from the disciplines you have access to. You can use a Legacy Technique once per long rest. These techniques are considered spell-like effects from a 6th, 7th, 8th, or 9th level spell. At higher levels, you can dig deeper and discover techniques developed by the most influential devotees. You learn another Legacy Technique at 13th, 15th, and 17th level and recover all expended uses after you finish a long rest. Unrelenting Zeal At 20th level, your supreme dedication and determined focus have become so intense that you can push your body beyond what any normal creature can take. Nothing that stands in your way can stop you from your path. Your eyes become white hot in wrath and your Steely Resolve no longer has a cap on the amount of damage it can delay. Additionally, every 15 hit points above 20 in your delayed damage pool adds one more dice to your Furious Counterstrike.

Crusades Becoming a crusader involves taking a vow that commits the crusader to the cause of righteousness, an active path of fighting those whose stand against your ideals. For some, this begins their path onto a sublime way. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the crusader’s heart and life. Devoted Spirit Blade A crusader who has dedicated their life to the nurture and defense of a cause. They do not hesitate to bring down the full force of willpower against their enemies. They channel their righteous fury into boosting their bodies and their weapons. Those that truly dedicate themselves to this path gain the ability to manifest this radicalism as a weapon for the crusade and a boon for their allies. Crusader's Fury Starting at 1st level, your devotion grants you jolts of vigor while you are engaged in battle. When you use the Attack action, you can gain a bonus to attack rolls equal to your Charisma modifier (minimum of one) as a bonus action. You can use this feature twice and you regain its uses when you finish a short or long rest. Additionally, you gain proficiency in the Intimidation skill if you weren't already proficient. Invigoration Starting at 6th level, If you or an ally heals from using a Maneuver or Stance, they may choose to use their reaction to gain temporary hit points equal to half your crusader levels (round down). Also, your Crusader's Fury feature gains the following benfit: You can regain hit points equal to your Charisma modifier if you hit with the attack. This can trigger your Invigoration feature. Divine Recovery At 10th level, You steel yourself focus in on becoming more of a devoted spirit to your cause. You can gain both features if you quality to gain the first feature. If you know more than 3 Devoted Spirit maneuvers: You can use your action to recover up to 3 expended Devoted Spirit maneuvers. You can use this feature again after you finish a long rest.

If you know 3 or less Devoted Spirit maneuvers: You can use your action to focus yourself and regain hit points equal to half your level in crusader (round down) plus your Charisma modifier. You can use this feature again after you finish a short or long rest. Complete Devoted Spirit At 14th level, driven by the courage of your convictions and the ironclad strength of your beliefs, your presence is unmistakable in your cause. You have become the visible paragon of dedication. As an action, your eyes and hair begin to glow white hot, and your voice carries up to 300ft away. For 1 minute you gain the following benefit: If you know more than 4 Devoted Spirit maneuvers: You take on a glowing white celestial form. Your size increases to large, you grow wings of energy giving your a fly speed of 30 feet, and your weapon attacks have the Reach property. Additionally, every round you can release a burst of energy that harms enemies and heals allies. As a bonus action, you release a pulse of 30 feet that heals all allies and damages all enemies equal to your crusader level.

You take on a glowing white celestial form. Your size increases to large, you grow wings of energy giving your a fly speed of 30 feet, and your weapon attacks have the property. Additionally, every round you can release a burst of energy that harms enemies and heals allies. As a bonus action, you release a pulse of 30 feet that heals all allies and damages all enemies equal to your crusader level. If you know less than 4 Devoted Spirit maneuvers: You form a glowing radiant weapon in your hand. It is a one handed weaapon with the versatile and finesse properties and deals 1d10 damage on a successful hit. Your attacks deal an extra 1d6 radiant or necrotic damage As an action, you can prematurely end this form to cause a massive burst of energy to spring forth from your form. This action causes every enemy within a 30ft radius to take damage equal to 2d6 plus half your crusader level (round down). Once you use this feature, you can't use it again until you finish a long rest.

Maneuvers and Stances Castigating Strike Level Requirement: Crusader 12

Crusader 12 Prerequisite: Two Devoted Spirit maneuvers

Two Devoted Spirit maneuvers Type: Strike

Strike Range: Self With a howling battle cry, your weapon crackles with energy. As you strike your foe, that energy detonates in a burst that scythes through those who stand against your cause. When you use this strike, make a single melee attack. If you hit your opponent a blast of divine energy originates from your attack’s point of impact. The target of this strike take an extra 8d6 points of thunder damage and must make a Constitution saving throw or have disadvantage on attack rolls until the end of your next turn. All of your opponents within a 30-foot-radius burst of the target creature must also succeed on a Constitution saving throw. Those who fail take 5d6 points of thunder damage and have disadvantage on attack rolls until the end of their turn. A successful save results in half damage and negates the attack penalty. Crusader's Strike Type: Strike

Strike Range: self Divine energy surrounds your weapon as you strike. This power washes over you as your weapon finds its mark, mending your wounds and giving you the strength to fight on. As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you regain a number of hit points equal to 1d6 + your maneuver initiation ability modifier. Divine Surge Level Requirement: Crusader 12

Crusader 12 Prerequisite: Two Devoted Spirit maneuvers

Two Devoted Spirit maneuvers Type: Strike

Strike Range: Self Your body shakes and spasms as unfettered divine energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy. As part of this maneuver, you make a single melee attack that deals an extra 8d8 points of radiant damage. Foehammer Level Requirement: Crusader 5

Crusader 5 Type: Strike

Strike Range: Self Your throw yourself behind your attack, lending your blow such great weight and force that you leave injuries that even magical defenses cannot mend. Your devotion to your cause gives you boundless energy that allows you to smash through supernatural defenses. When you land an attack, you hit with such force that damage reduction offers little resistance against you. When you use this maneuver, you make a melee attack against a single foe. This attack automatically ignores resistance and treats immunity as resistance and deals an extra 1d6 points of damage. Rallying Strike Level Requirement: Crusader 9

Crusader 9 Prerequisite: One Devoted Spirit maneuver

One Devoted Spirit maneuver Type: Strike

Strike Range: self Your weapon blazes with divine energy as you smite your enemy. The energy discharges in a great pulse, sweeping over your allies and mending their wounds. As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you and all allies within 30 feet of you regain a number of hit points equal to 3d6 + your maneuver initiation ability modifier. Revitalizing Strike Level Requirement: Crusader 7

Crusader 7 Prerequiste: One Devoted Spirit maneuver

One Devoted Spirit maneuver Type: Strike

Strike Range: Self As you rear back to strike your foe, an aura of divine energy surrounds you. As your attack slams home, this aura dissipates in a flash, knitting your wounds as it discharges. As part of initiating this strike, you must make a successful melee attack against an enemy. This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you regain a number of hit points equal to 3d6 + your maneuver initiation ability modifier. Sheild Block Type: Counter

Counter Range: Touch

Touch Duration: Instantaneous With a heroic burst of effort, you thrust your shield between your defenseless ally and your enemy. As a reaction, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 2. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes their attack roll, but you must do so before you know whether the attack was a success or a failure. You can not use this maneuver if you do not have a shield.

Vanguard Strike Level Requirement: Crusader 7

Crusader 7 Type: Strike

Strike Range: self You batter aside your foes defenses with a vicious, overwhelming attack, leaving them vulnerable to your allies’ blows. As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, you deal an extra 2d6 points of radiant damage and the next attack against this target has advantage. Stances Aura of Chaos Level Requirement: Crusader 17

Crusader 17 Prerequisite: Three Devoted Spirit maneuvers, Chaotic Alignment A coruscating aura of purple energy surrounds you as chaos runs rampant in the area immediately around you. While you are in this stance, your attacks have the potential to be utterly devastating. When rolling damage for a melee attack, you gain a special benefit from any damage die that rolls its maximum amount (such as a result of 6 on a d6). When one or more of your damage dice show a maximum possible result, reroll each such die and add its result to the original damage total. Aura of Perfect Order Level Requirement: Crusader 17

Crusader 17 Prerequisite: Three Devoted Spirt maneuvers, Lawful Alignment A perfect, hazy square of golden energy surrounds you as you enter this stance. Order reigns supreme, driving away the whims of chaos. This stance allows you to treat a potential d20 result as an 10. You can use this ability once per round. Using this ability is a bonus action and you decide to invoke it before rolling a d20 for any reason, such as for an attack, save, or check. Aura of Triumph Level Requirement: Crusader 10

Crusader 10 Prerequisite: Two Devoted Spirt maneuvers, Good Alignment You channel the power of good through your body and soul, infusing the area around you with a soft, golden radiance. With each blow you strike against evil, you feel invigorated and driven onward. While you are in this stance, you and any ally within 10 feet of you both heal 3 points of damage with each successful melee attack either of you makes. Aura of Tyranny Level Requirement: Crusader 10

Crusader 10 Prerequisite: Two Devoted Spirt maneuvers, Evil Alignment A sickly gray radiance surrounds you, sapping the strength of your enemies and funneling it to you. While you are in this stance, you drain hit points from your enemies. As a bonus action, you can make each enemy within 10 feet of you make a Charisma saving throw or become frightened of you. Each enemy that it frightened of you within a 15 ft radius has a speed of zero and cant regain hit points. Iron Guard's Glare Level Requirement: Crusader 3 With a quick snarl and a glare that would stop a charging barbarian in their tracks, you spoil an opponent’s attack. Rather than strike their original target, your enemy turns their attention toward you. While you are in this stance, you can choose one creature you can see within 10 feet of you. Until the start of your next turn, the chosen creature has disadvantage on any attack roll that doesn’t target you. You must use a bonus action to maintain or change the target. Martial Spirit Level Requirement: Crusader 1 As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies. While you are in this stance, you or an ally within 30 feet heals 2 point of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire in others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies’ health. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing. Thicket of Blades Level Requirement: Crusader 10

Crusader 10 Prerequiste: Two Devoted Spirit maneuvers You maintain a careful guard as you search for any gaps in your opponent’s awareness. Even the slightest move provokes a stinging counter from you. While you are in this stance, any opponent you threaten that takes any sort of movement provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten even if they take the Disengage action. You may make a number of opportunity attacks provided by this stance equal to your proficiency modifier before you must use your reaction. This stance immediately ends if you move more than 5 feet for any reason.

White Raven Banner The White Raven discipline teaches that the combined effort of several warriors working together far exceeds the efforts of those same warriors working individually. Adherents of this tradition serve as leaders and inspiring figures onthe battlefield. A devotee of the White Raven Banner will ensure their allies succeed in all their endeavors, often shunning the spotlight of their own achievments. Rallying Banner Starting at 1st level, you create a banner that your allies can follow and rally behind. As an action, you can activate your banner to form an aura in a 15 foot radius around you as long as it is on your person. Its benefits last for the duration of an encounter. You and allies within the radius choose to gain one of the following benfits: Your movement speed is increased by 10 feet.

Gain advantage on saving throws made against the Frightened or Charmed condition.

Gain a bonus to-hit against one target, designated by the crusader at the time the banner is activated, equal to the crusader's proficiency modifier. If the target drops to 0 Hit Points the crusader can use a Bonus Action on a subsequent turn to mark a new creature. You can use this feature once and you regain its use when you finish a short or long rest. Coordinating Attack Starting at 6th level, you have become more adept at leading your allies in battle. You can use the Aid Other action on an ally within the aura of your banner as a bonus action. Also your Rallying Banner feature gains the following benfit: You can use your reaction to command an ally to dodge an incoming attack. The ally immediately moves half their movement speed. This movement does not provoke attacks of opportunity. You can use this benefit after the DM has made a roll but before you know the result. Clarion Commander At 10th level, you know the capabilities of your allies well enough to send them where they will have the most impact. If you know more than 3 White Raven maneuvers: If you hit an attack against a target all allies within the aura of your banner can use their reaction to immediately move their movement speed towards you and make an opportunity attack against the same target.

If you hit an attack against a target all allies within the aura of your banner can use their reaction to immediately move their movement speed towards you and make an opportunity attack against the same target. If you know 3 or less White Raven maneuvers: If you use the Aid Other on an ally, if they hit with an attack all allies within the aura of your banner may move up to half of their movement speed. Also, all allies gain +1 AC bonus within your aura. Zealous Presence Once you reach 14th level, you have become the natural born leader you were always meant to be. Your mere presence on a battlefield gives those around you hope that victory can happen. The aura of your banner increases to 30 feet and allies can switch their option as a free action once per round. Your banner gains the following options: Your attacks deal an extra weapon dice of damage.

You can take the Dash action as a bonus action.

You gain a +2 bonus to AC. If you know more than 4 White Raven maneuvers: You gain advantage on attacks against creatures adjacent to one of your allies. This can always be one of your benfits.

Maneuvers and Stances Battle Leader's Charge Level Requirement: Crusader 7

Crusader 7 Type: Strike

Strike Range: Self You lead from the front, charging your enemies so that your allies can follow in your wake. As part of this maneuver, you may move double your movement speed, you must move at least your movement speed, this movement does not provoke attacks of opportunity. After you move, you can also make a melee attack, on a successful hit you deal an extra 4d6 points of radiant damage. Flanking Maneuver Level Requirement: Crusader 5

Crusader 5 Prerequiste: One White Raven manuever

One White Raven manuever Type: Strike

Strike Range: Self Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies’ openings. By the same token, your friends’ ferocious, accurate attacks give you multiple opportunities to pierce your foe’s defenses. You can use this strike when you and any number of allies flank an opponent you designate. As part of this maneuver, you make a melee attack against the flanked opponent. If your attack hits, any ally flanking your foe can use their reaction to make a melee attack against that creature. Your allies must be able to see you to gain this benefit. The coordination needed between you and your companions demands that you watch each other’s attacks, though you do not need to hear each other. Leading the Attack Type: Strike

Strike Range: Self You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. As part of this maneuver, you make a single melee attack. If your attack is successful, deal an extra 1d6 radiant damage and the next attack made against the target has advantage. Lion's Roar Level Requirement: Crusader 9

Crusader 9 Prerequiste: One White Raven manuever

One White Raven manuever Type: Boost

Boost Range: Self (30-foot radius) You unleash a sudden battle roar as your mighty blow fells your enemy. Inspired by your example, your allies fight with renewed energy and determination. As a bonus action, you initiate this boost after you have reduced an opponent to 0 hit points. You and allies within range gain a +5 bonus on damage for the next successful attack they make until the end of your next turn. Order Forged From Chaos Level Requirement: Crusader 12

Crusader 12 Prerequiste: Two White Raven manuevers

Two White Raven manuevers Type: Boost

Boost Range: Self (30-foot radius) You bark a series of stern orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it. When you initiate this maneuver, all allies within 30 feet of you can move their movement speed. This movement does not provoke attacks of opportunity. War Leader's Charge Level Requirement: Crusader 12

Crusader 12 Prerequiste: Two White Raven maneuvers

Two White Raven maneuvers Type: Strike

Strike Range: Self You summon a great fury within your lungs, releasing it with a titanic shout as you charge forward. Your reckless move startles your foes and puts greater force behind your attack. As part of this maneuver, you may move double your movement speed, you must move at least your movement speed, this movement does not provoke attacks of opportunity. After you move, you can also make a melee attack, you have advantage on this attack, on a successful hit you deal an extra 8d6 points of radiant damage. White Raven Strike Level Requirement: Crusader 7

Crusader 7 Prerequiste: One White Raven maneuvers

One White Raven maneuvers Type: Strike

Strike Range: Self Your eye for tactics allows you to notice an enemy’s weak points and attack them with a mighty blow. As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 3d6 points of radiant damage, and the target takes a penalty to their AC equal to your Charisma modifier until the start of your next turn.

White Raven Tactics Level Requirement: Crusader 9

Crusader 9 Prerequiste: One White Raven maneuver

One White Raven maneuver Type: Boost

Boost Range: 10 feet You can inspire your allies to astounding feats of martial prowess. With a few short orders, you cajole them into seizing the initiative and driving back the enemy. When you use this maneuver, select an ally within range. Their initiative count immediately equals your initiative count –1. They then act on their new initiative count as normal. If this maneuver would not change your ally’s initiative count, it has no effect. If they have not yet acted during this round, their initiative count changes and they act on that count as normal. Stances Leading the Charge Level Requirement: Crusader 10

Crusader 10 Prerequisite: Two White Raven maneuvers You fire the confidence and martial spirit of your allies, giving them the energy and bravery needed to make a devastating charge against your enemies. While you are in this stance, all allies who hear you in a 10ft radius gain a bonus on damage rolls equal to half your crusader levels (rounded down). Press the Advantage Level Requirement: Crusader 1 You shift across the battlefield, timing your movements precisely to avoid any attacks from your foes. Your sense of the battlefield and intuitive understanding of the ebb and flow of combat allow you to move without dropping your defenses. While others must slowly work through a melee, you seize gaps in a foe’s defenses and move with great speed and confidence. While you are in this stance, you can take the Disengage action as a bonus action. Swarm Tactics Level Requirement: Crusader 17

Crusader 17 Prerequiste: Three White Raven maneuvers Your quick directions enable close teamwork between yourself and an ally. At your urging, your allies seize the initiative and work in close coordination with you to defeat an enemy. While you are in this stance, you use your tactical knowledge and mastery to improve your allies’ teamwork. If you are adjacent to one or more opponents, your allies within 15 feet of you gain advantage on attacks made against any of those opponents. Tactics of the Wolf Level Requirement: Crusader 3

Crusader 3 Prerequisite: One White Raven maneuver You shout orders that help coordinate your allies’ efforts. They harass their enemies, shield each other from attacks, and otherwise maximize the support they lend to each other. When you flank a foe, you and allies who flank the enemy with you gain a bonus on attack rolls against that opponent equal to your proficiency modifier. This only affects the first attack each ally makes per round.

Stone Dragon Shield The strength and endurance of the earth epitomize the crusader of the Stone Dragon Shield. The methodical and relentless application of force allows one to defeat any foe or withstand any strike. Super poered strikes and the constitution of a mountain make a follower of this crusade a formidable wall and an even stronger ally. Weight of the World At 1st level, emulating the power of stone, you can give immense weight to your being. You gain access to the mighty tower shield. A tower shield provides a bonus of +2 to your armor class and as a reaction, you can plant the shield in front of you to gain an extra +1 to your armor class against the first attack against you per round. Additionally, while wearing heavy armor, if both feet are touching the ground, you can choose not to be moved when subjected to an effect that would force you to move. Enduring Juggernaut Beginning at 6th level, you draw power from the leylines of the world to bolster your fortitude. Your attacks now deal double damage to objects and structures. Also your tower shield now gains the following benefit: When you plant your tower shield, damage you take from non-magical attacks is reduced by an amount equal to your Proficiency modifier. Unshakeable Starting at 10th level, the connection of the unshakable mountain to the world flows through your veins. Now when you plant your shield, you can instead replace your normal benefit and restrain yourself to gain a +4 bonus to AC against all weapon attacks. If you know more than 3 Stone Dragon maneuvers: You can choose to hold your attacks against a foe and gather all the energy they use against you to strike back at them even harder. You can use the Ready Action to hold an attack a number of rounds equal to your Constitution modifer. Each round you withold your attack, you add another weapon dice of damage to the next Attack Action you make. If you withold your attacks for the maximum number of rounds, the damage of the attacks are changed to Force damage.

If you know 3 or less Stone Dragon maneuvers: You can choose to immediately gain temporary hit points equal to half your maximum hit points. These hit points last for a number of rounds equal to your Constitution modifer. Return to Earth At 14th level, you are now the embodiment of strength and endurance. You can unleash the raw, dormant power contained within the ancient stone upon your foes as you have become one with the world. If you know more than 4 Stone Dragon maneuvers: Your attacks are not affected by resistance. An enemy hit by an attack you make must make a Strength saving throw or be knocked prone, regardless of size or immunity to the Prone condition. Your tower shield is always considered planted.

Your attacks are not affected by resistance. An enemy hit by an attack you make must make a Strength saving throw or be knocked prone, regardless of size or immunity to the Prone condition. Your tower shield is always considered planted. If you know less than 4 Stone Dragon maneuvers: You gain a burrow speed equal to your walking speed. If you make an attack against a creature, you can choose to push it back up to 10 feet.

Maneuvers and Stances Bonecrusher Level Requirement: Crusader 9

Crusader 9 Prerequisites: Two Stone Dragon maneuvers

Two Stone Dragon maneuvers Type: Strike

Strike Range: Self You deliver your attack, and your enemy’s eyes jerk wide open in panic as their skeleton begins to fracture in hundreds of places. As part of this maneuver, you make a melee attack. If your attack hits, the creature struck must succeed on a Constitution save or its skeletal structure becomes massively weakened and it takes 1d4 Constitution damage. Boulder Roll Level Requirement: Crusader 7

Crusader 7 Prerequisites: Two Stone Dragon maneuvers

Two Stone Dragon maneuvers Type: Boost

Boost Range: Self Like a boulder tumbling down a mountain-side, you slam through your enemies As part of this maneuver, you can move up to double your movement speed in a straight line. Each creature in this line of effect must make a Strength saving throw or be carried with you to the end of your movement. If you end your movement against an object, each creature that was pulled with you takes 4d6 damage plus your Strength modifier.

Charging Minotaur Type: Strike

Strike Range: Self You charge at your foe, blasting them with such power that they stumbles back. As part of this maneuver, you may move up to double your movement speed in a straight line and make a single melee weapon attack. If you move at least 15 feet straight forward and your melee attacks hit you deal an extra 2d6 damage. The target must succeed on a Strength saving throw or be pushed up to 10 feet away or knocked prone. Elder Mountain Hammer Level Requirement: Crusader 9

Crusader 9 Prerequisites: One Stone Dragon maneuver

One Stone Dragon maneuver Type: Strike

Strike Range: Self You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering them into submission. As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage and this damage ignores resistance and treats immunity as resistance. Irresistible Mountain Strike Level Requirement: Crusader 12

Crusader 12 Prerequisites: Two Stone Dragon maneuvers

Two Stone Dragon maneuvers Type: Strike

Strike Range: Self

Self Duration: 1 round You slam your weapon into your foe with irresistible force. They can barely move as they struggle to marshal their defenses against you. As part of this maneuver, you make a single melee attack. This attack deals an extra 8d6 points of damage and this damage ignores resistance and treats immunity as resistance. A creature hit by this strike must also make a successful Constitution save or be stunned for the duration. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target need not save against the action loss effect but still takes the extra damage. Mountain Hammer Level Requirement: Crusader 5

Crusader 5 Type: Strike

Strike Range: Self Like a falling avalanche, you strike with the weight and fury of the mountain. As part of this maneuver, you make a single melee attack. This attack deals an extra 3d6 points of damage. This damage ignores resistance. Stone Vise Level Requirement: Crusader 3

Crusader 3 Type: Strike

Strike Range: Self

Self Duration: 1 round You make a crushing blow that staggers your opponent, leaving it unable to move. As part of this maneuver, you make a melee attack. This attack deals an extra 2d6 points of damage, this damage ignores resistance. If the creature you hit is standing on the ground, your attack also drops the target’s speed to 0 feet (for all movement types) until the start of your next turn. It can act normally in all other ways. This maneuver functions only against opponents standing on the ground. A flying creature or a levitating target is immune to the speed reducing effect, but not to the extra damage. Stone Dragon's Fury Level Requirement: Crusader 12

Crusader 12 Prerequisites: Two Stone Dragon maneuvers

Two Stone Dragon maneuvers Type: Strike

Strike Range: Self With a mighty war cry, you slam your weapon into a slight crack or other fault in an object. The object shudders for a moment before it collapses into broken shards. As part of this maneuver, make a single melee attack. This attack deals an extra 2d6 points of damage. If you hit an object or Construct this attack deals double damage. This attack can instantly shatter 10 square feet of natural stone. You may choose to make opposed Athletics checks with the target. You have advantage on this roll. If you succeed, you may shatter one non-magical object on the target. You may shatter additional objects for every 2 points you roll above your opponent's roll. Stances Crushing Weight of the Mountain Level Requirement: Crusader 10

Crusader 10 Prerequisite: Two Stone Dragon maneuvers You swing your weapon in a wide, deadly arc that slams into your foe with incredible force. Only your mastery of the Stone Dragon techniques allows you to make such reckless blows without losing your footing. While in this stance you roll an additional damage die on each of your melee weapon attacks. This stance immediately ends if you are not touching the ground.

Giant's Stance Level Requirement: Crusader 3

Crusader 3 Prerequisite: One Stone Dragon maneuver You crush your opponent beneath you. With your mighty force, no foe can stand against your strength. While you are in this stance, you gain the ability to constrict for 3d6 points of damage + your Strength modifier (if any). You can constrict an opponent by using your Bonus Action while maintaining a grapple. You gain Expertise in Athletics. Level Requirement: Crusader 1 You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body. While you are in this stance, you gain Advantage on Strength checks and a +1 bonus to AC against creatures of a size category larger than yours. This stance immediately ends if you are not touching the ground. Strength of Stone Level Requirement: Crusader 17

Crusader 17 Prerequisite: Three Stone Dragon maneuvers You enter an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area. While you are in this stance, you focus your efforts on preventing any devastating attacks from penetrating your defenses. You are immune to extra damage from critical hits while you are in this stance. This stance immediately ends if you are not touching the ground.

Legacy Techniques These are techniques that are passed down from masters throughout the generations, they are representations of the highest levels that can be achieved by a martial adept. Those that are able to achieve these techniques are considered to be paragons of their cause. They emulate the epitome of their tenants in life and in battle. Even for such masters, doing so is draining on their body and mind. As such, they limit their use of these techniques to protect themselves. Devoted Spirit Defensive Rebuke Level Requirement: Crusader 11

Crusader 11 Prerequisite: Two Devoted Spirt maneuvers

Two Devoted Spirt maneuvers Type: Boost

Boost Range: Self

Self Duration: 2 rounds You sweep your weapon in a wide, deadly arc. When your blows strike home, you send your foe tumbling back on the defensive. He must deal with you first, or leave himself open to your deadly counter. Each enemy you strike after you initiate this maneuver becomes more vulnerable to your attacks. Each opponent you've hit has disadvantge to hit anyone other than you for the duration. If an opponent provokes an attack of opportunity, you may take it without using your Reaction. You may only use this effect once per enemy. Greater Divine Surge Level Requirement: Crusader 15

Crusader 15 Prerequisite: Three Devoted Spirt maneuvers

Three Devoted Spirt maneuvers Initiation Action: 1 action

1 action Type: Strike

Strike Range: Self A torrent of divine energy courses through you. With supreme force of will, you channel the energy into a devastating attack. As part of this maneuver, you make a single melee attack that deals an extra 14d6 points of radiant damage. Shield Counter Level Requirment: Crusader 13

Crusader 13 Prerequistie: Two Devoted Spirit maneuvers

Two Devoted Spirit maneuvers Type: Counter

Counter Range: Touch

Touch Duration: Instantaneous As your opponent prepares to make their attack, you bash them with your shield and disrupt their attempt. As a reaction inresponse to either you or an ally being attacked, you can shield bash against an opponent you threaten. This immediately stops their action, but they can still take their bonus action and their movement. You can not use this maneuver if you do not have a shield. Strike of Righteous Vitality Devoted Spirit(Strike) Level Requirement: Crusader 17

Crusader 17 Prerequisite: Four Devoted Spirit maneuvers

Four Devoted Spirit maneuvers Type: Strike

Strike Range: Self

Self Duration: Instantaneous As your enemy reels from your mighty blow, an ally nearby is simultaneously healed and cleansed of its wounds by the power of your faith. When you make this strike, you or one ally within 10 feet of you gain the benefit of a Heal spell cast as a 9th level spell. To gain the benefit of this maneuver, you must successfully land a melee attack against a foe you threaten. This foe must pose a threat to you or your allies in some direct, immediate way. Stone Dragon Adamantine Bones Level Requirement: Crusader 15,

Crusader 15, Prerequisites: Three Stone Dragon maneuvers

Three Stone Dragon maneuvers Type: Counter

Counter Range: Self

Self Duration: Instantaneous You are an impenetrable tower of defiance on the battlefield. Attacking you is as fruitless as striking a mountain with a walking stick. In response to being hit by an attack, you can initiate this counter. You reduce the damage of that attack to 0. Ancient Mountain Hammer Level Requirement: Crusader 11

Crusader 11 Prerequisites: Two Stone Dragon maneuvers

Two Stone Dragon maneuvers Initiation Action: 1 action

1 action Type: Strike

Strike Range: Self

Self Duration: Instantaneous You put the weight of a great mountain behind your attack, pounding through armor and bone. As part of this maneuver, you make a single melee attack. This attack deals an extra 10d6 points of damage, this damage ignores resistance and treats immunity as resistance.