Saved Characters

    Crusaders Character Sheet

    Crusaders Sheet

    Portrait
    Curr/Max/Temp
    Reflex +0
    Fortitude +0
    Cognitive +0

    Class Features

    Proficiencies & Languages

    Armor:

    Weapons:

    Building a Character & Leveling Basics

    Crafting what your character can do begins here: craft a hero who fits your vision and excels at the adventures ahead. You’ll choose ability scores, a class and species, a profession, and gear—then you’re ready to face the challenges of the world. We created a wonderful character sheet for you to make a character with as well.

    Feat

    Choose a feat at level 1.

    Profession

    Choose a Profession—blacksmith, scholar, scout, and more—to gain a handful of skill points in related skills and one unique profession feature, such as crafting mastery or survival expertise.

    Starting Equipment

    Every adventurer begins with the Basic Adventuring Kit:

    • Bag or backpack
    • 3 healing potions
    • 5-square rope
    • Tinderbox & cooking utensils
    • One chosen tool (gain proficiency when selected)
    • 10 rations

    Starting Gold by Level

    Level Starting Gold (gp)
    1 150
    2 275
    3 450
    4 800
    5 3,000
    6 8,000
    7 20,000
    8 50,000
    9 100,000
    10 250,000

    Currency

    All trade in Crusaders uses gold pieces (gp). Spend gold on weapons, armor, potions, glyphs, scrolls, and other gear. Always verify proficiency before buying specialized items—gold wasted on unusable gear is harder to replace!

    Spell Points by Level

    Level Total SP
    1 8
    2 10
    3 12
    4 14
    5 16
    6 18
    7 20
    8 22
    9 24
    10 26

    Spells Known by Character Level

    Cantrips Known: 3 + your spellcasting modifier (minimum of 1).

    Total Spells Known: This is the number of spells you can prepare or cast across all unlocked tiers. You may allocate them freely among tiers you have access to.

    Character Level Total Spells Known Unlocked Tiers
    1 3 Tier 1
    2 4 Tier 1
    3 5 Tiers 1–2
    4 6 Tiers 1–2
    5 7 Tiers 1–3
    6 8 Tiers 1–3
    7 9 Tiers 1–4
    8 10 Tiers 1–4
    9 11 Tiers 1–5
    10 12 Tiers 1–5
    Crusaders Point‑Buy

    Crusaders Point‑Buy

    Choosing Your Skills

    You start with 15 points for skills. It costs 1 point to add proficiency to a skill, and 2 to add expertise when you already have proficiency in the skill.


    You gain 3 additional skill points every 3 levels, and you gain a set of skills or expertise as part of your profession.


    Feats

    At Levels 1, 4, and 8, your hero gains a Feat. This special talent or training that grants unique benefits. Feats can grant weapon specializations, extra movement options, new spell‐like abilities, or passive bonuses such as improved saving throws. When you choose a Feat, its benefits apply immediately and persist as you continue to level.


    Ability Score Increases

    Each character begins with six ability scores unassigned, each drawn once from the standard array (14, 12, 12, 10, 10, 8). You select one value for Strength, one for Dexterity, and so on—no number may be used more often than it appears in the array (so exactly two 12s, two 10s, one 14, and one 8).


    Once you’ve assigned all six, choose your species. Each species grants exactly two ability increases (for example, +2 Dexterity and +2 Wisdom for the Arachnean). Add those racial bonuses to your base scores to determine your final values.


    Finally, compute each ability’s modifier by taking [(score – 10)/2] (rounding down): positive modifiers are prefixed with “+,” negative ones with “–,” and zero is displayed as “0.” This ensures that every character’s abilities reflect both deliberate point‑buy choices and their species’ natural strengths.


    At levels 3, 5, 7, and 9 you will receive two Ability Score Increases. You can either choose to add +1 to two distinct ability scores or +2 to one single score (up to 20). These enhancements elevate your core attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma, strengthening your primary function and enhancing your overall survivability.


    Each point above 16 incurs double the cost.


    Rest Die

    Rest die can be used during a short rest to regain resources. You gain a number of die equal to your class level, for example a 4 fighter 2 mage multiclass would have 4d12 and 2 d6. When you take a short rest you can expend a rest die to recover hit points or spell points. When recovering a resource you recover the number rolled plus your Constitution modifier to the resource up the the resources maximum.


    Rest die reset when you finish a long rest.