Get in touch
555-555-5555
mymail@mailservice.com
The word crusaders is written in black on a white background.
Crusaders TTRPG Logo

Crusaders TTRPG Rules

Crusaders is an exciting RPG that is an excellent alternative to the popular game Dungeons and Dragons.

Create your own character and embark on thrilling quests using your abilities and magic to defeat enemies and gain treasure.

Customize your character with unique powers and magic items as you level up and become a more powerful adventurer!

Proficiency Table: What is a proficiency modifier / proficiency bonus (PB)

A lot of Crusaders TTRPG mechanics reference your Proficiency Modifier or Proficiency Bonus. Your proficiency bonus is a modifier that you add typically to attack rolls when determining whether or not an attack Cognitive hit a monster.

Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6

Creating A Character

Creating a character in Crusaders is covered in more depth here.


  • To create a character in Crusaders, you start by allocating 32 points to your six abilities (max of 16): Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a corresponding score that you record on your character sheet.
  • The cost of each score is shown on the Ability Score Point Cost table, and the highest score you can have before applying racial increases is 12.
  • Your hit point maximum at level 1 is calculated as 10 + your class HP dice + your Constitution modifier, and your armor class is calculated as 4 + your Constitution modifier. As you level up, your hit point maximum increases by 1 for each level you have attained for every 1 point increase in your Constitution modifier.
Acronyms
PM Proficiency Modifier
SM Spellcasting Modifier
FM Fighting Modifier
Critical Strike 3 6's on a 3d6 roll
Critical Fail 3 1's on a 3d6 roll
Inspiration Reroll 1d6 at any time
Additional Die Additional dice roll
ASI Ability Score Increase
Finesse Can use Strength or Dexterity for attacks with this weapon.
Versatile Can be used with one hand or two handed.

Player Character Advancement / XP

As a DM, you can choose to level up your players in one of two ways: by XP or by milestones.


In XP leveling, players gain experience points based on defeating monsters and completing quests, and the chart below is used to determine when they level up. Harder battles and more challenging quests Cognitive provide more experience points and level up the characters faster than low-difficulty encounters.


In milestone leveling, characters level up when they achieve a significant accomplishment or milestone, such as completing a major quest or defeating a boss.

How To Play The Game

Below are the general basics on how to play Crusaders TTRPG.

  • Game Dice

    In Crusaders, polyhedral dice with different numbers of sides are used. These dice can be found in game stores and bookstores, and are referred to by the letter d followed by the number of sides, such as d4, d6, d8, d10, d12, and d20.


    Percentile dice, or d100, work differently from other dice. They are generated by rolling two different ten-sided dice numbered from 0 to 9. One die gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100.


    When rolling dice in Crusaders, the rules specify how many dice to roll of a certain type and what modifiers to add. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and then add 5 to the total.


    The expressions "1d3" and "1d2" also appear in the rules. To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2, rounding up. To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.

  • The DM Describes the Environment:

    In Crusaders, the DM is responsible for describing the environment to the players and presenting the basic scope of options available to their adventurers. This includes information about their surroundings, such as the number of doors in a room, objects on a table, or the occupants of a tavern. 


    The DM sets the scene and provides the players with a framework for their actions, while the players decide how to proceed within the given parameters.

  • The Players Describe What They Want to Do:

    During gameplay in Crusaders, the players have a range of options available to them, depending on the situation. Sometimes, a single player will speak for the group, while at other times, each player may make independent decisions based on their individual character's skills and abilities.


    The DM listens to every player and decides how to resolve their actions, describing the results and often leading to another decision point. This can range from a simple task, such as opening a door, to a complex challenge, like navigating a deadly trap or engaging in combat with a powerful foe. The DM determines the outcomes of these actions, often relying on the roll of a die.


    In some situations, the action is more structured, such as during combat, and the players and DM take turns choosing and resolving actions. However, most of the time, the gameplay is fluid and adaptable to the circumstances of the adventure.


    The gameplay itself is largely based on the imagination of the players and the DM, with the DM's verbal descriptions setting the scene. Some DMs incorporate music, art, or sound effects to enhance the experience, while players and DMs may use different voices for the various characters in the game. Maps and tokens may also be used to help players visualize the action and keep track of character positions.


    Overall, Crusaders offers a flexible and immersive gameplay experience that adapts to the creativity and decision-making of the players and DM alike.

  • 3d6

    Each character and monster in the game has six ability scores that define their capabilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. 


    These scores range from 4 to 20, with monsters having scores that can be as low as 1 or as high as 30. Ability modifiers derived from these scores are used in almost every roll that a player makes on behalf of their character or monster.


    The three main kinds of rolls in Crusaders are ability checks, attack rolls, and saving throws, and they form the core of the game's rules. These rolls all follow a simple set of steps, which determine the success or failure of the action being attempted.


    Crusaders TTRPG uses a 3d6 system instead of the traditional d20.

  • Roll the die and add a modifier.

    To make an ability check or attack roll, roll 3d6 and add the relevant modifier. The modifier used is typically derived from one of the six ability scores to reflect your character's particular skill in that area.

  • Apply bonuses and penalties.

    Your character's ability check, attack roll, or saving throw may be affected by various factors such as a class feature, spell, particular circumstance, or some other effect. These can provide a bonus or penalty to the roll, ultimately influencing the outcome of the action being attempted.

  • Compare the total to a target number.

    In Crusaders, your character's success in a task is determined by comparing their roll to a target number. If the total exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure.


    As a player, you will rely on the DM to determine the target numbers and inform you whether your ability checks, attack rolls, and saving throws succeed or fail. These target numbers are called Difficulty Classes (DC) for ability checks and saving throws, and Armor Class (AC) for attack rolls.


    This simple rule governs the resolution of most tasks in Crusaders. Understanding how to calculate success in Crusaders is critical for determining the outcome of combat, skill checks, and other challenges that your character may face. As always, be sure to consult the DM and the rulebook for any questions or clarifications regarding the mechanics of the game.

Understanding Crusaders TTRPG Combat

In Crusaders, combat is the ultimate test of skill and strategy. It involves characters engaging in battles with their enemies, using weapons, spells, and tactics to overcome their opponents. Combat is structured to give each participant a chance to act, with turns taken in a specific order.


However, combat is not just about attacking and defending. Adventurers can still attempt to interact with their environment, use creative tactics to gain an advantage, and communicate with their allies and enemies during a battle.


Combat in Crusaders is divided into rounds, with each round representing approximately 6 seconds of in-game time. During a round, each participant in the combat takes a turn, and the order of turns is determined by rolling initiative at the start of the encounter.


Once everyone has taken a turn, the combat continues into the next round, and the battle rages on until one side is defeated or forced to retreat.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a rolled skill or attack, while disadvantage reflects the opposite. 


Advantage: Roll 6d6 keep the highest 3 dice.
Disadvantage: Roll 6d6 keep the lowest 3 dice.

Round Down

Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Combat Step By Step

Combat consists of 5 main pillars of play, and each round is 6 seconds of real world time.


  • Determine Surprise: The Dungeon Master (DM) checks if any combatants are surprised at the start of the encounter.
  • Establish Positions: The DM sets the scene by placing characters and monsters based on the adventurers’ marching order and stated positions, determining distance and direction relative to each other.
  • Roll Initiative: All participants roll initiative to set the order of turns within the combat round.
  • Take Turns: Combatants act in the sequence determined by the initiative roll, each taking their turn to move, attack, cast spells, or perform other actions.
  • Begin the Next Round: After all participants have acted, the round concludes. Repeat step 4 until combat resolves. Reroll initiative at the start of each round.

Surprise Round

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.


The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.


If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.

What Is Initiative?

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.


The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.


If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a 3d6 to determine the order, highest roll going first.

Social Interaction

Social interaction in Crusaders involves the adventurers engaging in conversations with other characters or creatures. This can range from demanding information from a captured scout, to pleading for mercy from an orc chieftain, or even persuading a talkative magic mirror to reveal a distant location.


Not every social interaction needs a skill check to succeed. For example, if a player uses persuasive language that makes sense, a guard might show them the way to the castle without the need for a check. However, some players may prefer to roll a persuasion check and have the DM narrate the conversation for them. This allows for a more structured approach and can add an element of chance and uncertainty to the interaction.๏ปฟ

Exploration

In Crusaders, exploration encompasses the movement of adventurers through the game world and their interaction with objects and situations that require their attention.


Exploration involves a back-and-forth process where players describe what they want their characters to do, and the Dungeon Master describes what happens as a result. This can involve actions on a large scale, such as characters crossing a rolling plain for a day or navigating through underground caverns for an hour. It can also involve smaller actions, such as one character pulling a lever in a dungeon room to see what happens.๏ปฟ

Crowd Control Options for Crusaders TTRPGs

Crowd Control (CC) is a very important mechanic for ensuring victory! In Crusaders we want to keep our crowd control engaging for both the players and the creatures. Nothing is a worse feeling than spending 10 minutes waiting for your turn to do nothing. Crusaders practices soft CC to make sure that both the players and the Dungeon Master get a chance to play the game when their turn comes.


When a crowd control requires a saving throw, the DC is based on the effect.

Monster Effect DC: 8 + (PM) + Monster Level

Player Spell DC: 8 + (PM) + (SM)

Player Fighting DC: 8 + (PM) + (FM)

Crowd Control Duration

In Crusaders, crowd control lasts until the end of your turn unless otherwise stated.

Blinded

Attacking: While blinded, you have disadvantage on attack rolls.


Spellcasting: While blinded, when casting a spell that includes a Somatic components, you must succeed on a Cognitive saving throw. On failure, enemies have advantage on saving throws against the spell.


Combat Awareness: While blinded, attack rolls against you have advantage. You have disadvantage on Reflex saving throws against spells and effects.

Charmed

Entranced: While charmed, you view allies as enemies. When you want to make an attack roll, skill check, or cast a spell. You must succeed on a Cognitive saving throw, on failure you must target a different creature.


Lust: While charmed, you cannot attack the charmer.

Deafened

Spellcasting: While deafened, when casting a spell that includes a verbal component, you must succeed on a Cognitive saving throw. On failure, you have disadvantage on the spell attack roll, and enemies have advantage on saving throws against the spell.


Combat Awareness: While deafened, you have disadvantage on saving throws against Verbal spells and effects.

Dazed

Blurred Vision: While dazed, you cannot take reactions.


Slow Reactions: While dazed, you may only take one action or bonus action on your turn.

Exhaustion

Exhaustion has 10 stages, a creature can remove 3 levels of exhaustion after a long rest. A DM can choose to end all exhaustion as they wish.


When a character is reduced to 0 hit points, they are instead reduced to 1 and gain 1 level of exhaustion.


Each level of exhaustion maintains the effects of the past level gaining a new effect. The Exhaustion level effects are as followed:


  1. Lethargic: You have 5 reduced movement speed.
  2. Fatigued: You have 10 reduced movement speed.
  3. Slow Reaction Time: Your Reflex saving throws are reduced by your Proficiency modifier.
  4. Mental Strain: Your Fortitude and Cognitive saving throws are reduced by your Proficiency modifier.
  5. Careless: Your armor class is reduced by your Proficiency modifier.
  6. Physical Strain: Your attack rolls and spell save DC are reduced by your Proficiency modifier.
  7. Dizzy: Treat any 2 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
  8. Diminished: Treat any 3 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
  9. Fading: Treat any 4 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
  10. Death: You died. Sorry.

Feared

Trembling: While feared, you have disadvantage on attack rolls and your movement is reduced by 10.


Vulnerability to Fear: While feared, you have disadvantage on saving throws against feared and frightened effects, until the end of your next turn.

Frightened

Frantic: While feared, you have disadvantage on attack rolls and saving throws and your movement is reduced by 10. In addition, you have disadvantage on all social interactions while frightened.


Limited action options: The creature can only take the Dash, Disengage, or Dodge actions, they can still use bonus action and free action as normal until the end of their turn.

Restrained

The creature's speed becomes 0, and they cannot cast somatic spells.

Incapacitated

Incapacitation: While incapacitated, you are unable to move or use reactions until the start of its turn.


Vulnerability: The creature is vulnerable to incoming attacks, suffering double damage from the next successful attack, spell, or harmful effect  until the start of their turn.


Mental Distortion: The creature's mental faculties are impaired, preventing it from casting spells or using or maintaining abilities or spells that require concentration until the end of their turn.

Paralyzed

Immobilized: While paralyzed, you cannot move or take attacks or reactions until the start of your turn.


Easy Target: While paralyzed, melee attacks against you have advantage and are automatic critical strikes.

Petrified

Immobility: While petrified, your movement becomes 0 and you cannot cast Somatic spells.


Easy Target: While petrified, melee attacks against you have advantage and are automatic critical strikes.

Poisoned

Toxic Blood: While poisoned, you take damage equal to your level at the end of your turn.


Woozy: While poisoned, your attack rolls have disadvantage and enemies have advantage on attack rolls, skill checks, and saving throws against your spells and effects until the end of your turn.

Prone

On The Ground: While prone, you must use a bonus action or use their movement to stand.


Easy Target: While prone, melee attacks against you have advantage and are automatic critical strikes.


Laying: While prone, you have disadvantage on melee attack rolls and Reflex saving throws.

Silenced

Muted: While silenced, you cannot cast verbal spells.

Sleep

On The Ground: While sleeping, you must use a bonus action or use their movement to stand.


Laying: While sleeping, you have disadvantage on melee attack rolls and Reflex saving throws.


Unconscious: While sleeping, the first attack or spell against you is an automatic critical strike, waking you up instantly. You automatically fail contested skill checks while sleeping. You cannot be healed while unconscious unless an ability specifies.

Slowed

Action Disadvantage: While slowed, you have disadvantage on Dexterity-based ability checks, attack rolls, and saving throws.


Delayed Reactions: While slowed, you cannot take reactions.


Limited Options: While slowed, you cannot Disengage, and your movement speed is halved.

Stunned

Delayed Reactions: While stunned, you cannot take reactions.


Sitting Target: While stunned, attacks against you have advantage.


Impeded: While stunned, you have disadvantage on attack rolls and saving throws and your movement is reduced by 10.

Taunted

Hurt Ego: While taunted, you have disadvantage on all attack rolls, and skill checks other than those made against the taunting creature.


Warpath: While taunted, you have advantage on all attack rolls on the taunting creature.

Unconscious

On The Ground: While unconscious, you must use a bonus action or use their movement to stand.


Laying: While unconscious, you have disadvantage on melee attack rolls and Reflex saving throws.


Unconscious: While unconscious, the first attack or spell against you is an automatic critical strike, waking you up instantly. You automatically fail contested skill checks while unconscious.

What You Can Do On Your Turn

Here is a list of things you can do on your turn in Crusaders TTRPG:

  • Movement

    On your turn, you have the option to move up to your speed and take one action. It's up to you to decide whether to move first or take your action first. The distance you can move is determined by your speed, which is listed on your character sheet.


    In addition, you can choose to use the Haste Movement Action, which gives you a boost to your movement speed for three rounds. While hasted, your movement speed is increased by half of your normal speed. However, being hasted also comes with a drawback: you have disadvantage on Perception checks. After those three rounds, you will also gain one level of exhaustion.

  • Action

    In Crusaders TTRPG, during your turn in combat, you have a range of options available to you. You can move up to your speed and take one action, but you get to decide whether to move first or take your action first. Your speed is determined by your character's attributes and is noted on your character sheet.


    In addition to these basic actions, many class features and other abilities provide additional options for your action. You can also choose to forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, you can always take the Dodge action, as described in the "Actions in Combat" section of the rules.

  • Bonus Action

    In addition to your regular action, you have the option to take a bonus action on your turn. 


    Certain class features, spells, and other abilities will allow you to take a bonus action. However, you can only take a bonus action if a specific ability or feature grants you the ability to do so. You cannot take a bonus action otherwise. You are limited to taking one bonus action per turn. 


    Additionally, you can use a bonus action to administer a potion to another creature. You may choose to take your bonus action at any point during your turn, unless the feature or ability specifically states otherwise. If you are unable to take any actions, you also can still take a bonus action.

  • Communication

    Communication is a key part of working with your team in Crusaders. 


    You can use the communication action during your turn to share information you gathered during a skill check, ask an NPC a question, or engage in roleplaying with your team. It's important to remember that in this game, if something didn't happen in the game or during session 0, your character likely isn't aware of it. The DM has the final say on what is considered canon in the game, even if something did happen in game. 


    For example, if you failed a skill check and were given false information, or if you wrote something into your backstory that contradicts the game's lore, the DM may rule that it is not considered canon.

  • Reaction

    In Crusaders, a reaction is an immediate action taken in response to a trigger that can occur on your turn or another character's turn. One of the most common reactions is the opportunity attack, which is explained in more detail later in the combat section.


    After taking a reaction, you cannot take another one until the start of your next turn. If your reaction interrupts another character's turn, they can resume their turn immediately after your reaction.


    Examples of using a reaction might include making an Athletics check to dodge a boulder or other obstacle, with the DC determined by the DM. Other uses of reactions may be determined by class features or spells.

  • Communication Reaction

    Just like a reaction, a communication reaction is used once per turn to reply or communicate with another character. NPC's can answer up to 5 questions per round.

  • How To Move Your Character

    Movement and Position


    In combat, movement can be used strategically to gain a better position, move into range for an attack, or to escape danger. However, moving within the range of an enemy may provoke an opportunity attack, giving them a chance to strike you as you move away. The rules for opportunity attacks are described in the "Making an Attack" section.


    Outside of combat, movement can be used to explore the game world, avoid hazards, or to pursue objectives. The distance you can travel in a given amount of time is determined by your speed and the terrain you are traveling through, and the DM may call for ability checks to see if you encounter any obstacles or challenges along the way.


    Additionally, some creatures have special movement abilities, such as flying or burrowing, that allow them to move in ways not available to most characters. These abilities are often described in the creature's stat block.

  • Using Different Speeds

    • Switching Between Speeds: A character can switch between different types of movement speeds (like walking and flying) during their move. To switch, subtract the distance already moved from the new speed. This calculation shows how much farther the character can move with the new speed.
    • Unified Speed Reduction: Regardless of the type of movement—whether walking, climbing, or flying—all speeds reduce simultaneously. For instance, if a character walks 10 feet and climbs 10 feet, they use up 20 feet from their total available speed.
    • Speed Limits: The maximum distance a character can move in a turn is determined by their highest movement speed available.
    • Influence of Race on Speed: A character’s base movement speed is influenced by their race. For example, Elves typically have a base speed of 30 feet, whereas Gnomes usually have a base speed of 25 feet.
    • Flexible Movement: Characters can use their movement in various ways during their turn, including walking, jumping, climbing, and swimming. These movements can be mixed or used separately.
  • Moving Between Attacks

    The same rule applies where if you take an action that allows for multiple attacks, you can move between each attack. For example, a ranger with the Extra Attack feature and a speed of 30 feet could move 10 feet, shoot an arrow at an enemy, move 10 feet, shoot another arrow, and then move the remaining 10 feet. However, keep in mind that any movement you make during this action deducts from your overall movement speed.

  • Difficult Terrain

    Sometimes battles happen in challenging terrains such as rocky caverns, overgrown forests, or narrow staircases. These locations present difficult terrains that can hinder the movement of characters and monsters.


    Moving in difficult terrain costs an additional foot of movement for every foot traveled. Even if multiple obstacles within a space constitute difficult terrain, the additional cost still applies. Examples of difficult terrain in Crusaders include low furniture, rubble, thick undergrowth, steep stairs, deep snow, and shallow bogs. Even the space occupied by another creature, whether an ally or enemy, counts as difficult terrain.

  • Making the Most of Your Movement

    Here are a few examples of the sorts of thing you can do in tandem with your movement and action:


    • draw or sheathe a sword
    • open or close a door
    • withdraw a potion from your backpack
    • pick up a dropped axe
    • take a bauble from a table
    • remove a ring from your finger
    • stuff some food into your mouth
    • plant a banner in the ground
    • fish a few coins from your belt pouch
    • drink all the ale in a flagon
    • throw a lever or a switch
    • pull a torch from a sconce
    • take a book from a shelf you can reach
    • extinguish a small flame
    • don a mask
    • pull the hood of your cloak up and over your head
    • put your ear to a door
    • kick a small stone
    • turn a key in a lock
    • tap the floor with a 10-foot pole
    • hand an item to another character
  • Creature Size

    Creature sizes are categorized based on the amount of space they control in combat. The categories are as follows:

    • Tiny: 2.5 x 2.5 ft. (1 square) limited to simple weapons and light armor.
    • Small: 5 x 5 ft. (1 square) cannot use great weapons or heavy armor.
    • Medium: 5 x 5 ft. (1 square)
    • Large: 10 x 10 ft. (4 squares)
    • Huge: 15 x 15 ft. (9 squares)
    • Gargantuan: 20 x 20 ft. or larger (16 squares plus)
    • Colossal: 30 x 30 ft. or larger (25 squares plus)
    • Titanic: 50 x 50 ft. or larger (100 squares plus)
    • Behemoth: 100 x 100 ft. or larger (400 squares plus)
  • Squeezing into a Space

    The same rules apply regarding a creature's space and squeezing through tight spaces. Additionally, a DM may rule that certain creatures, due to their shape or abilities, are able to squeeze through even smaller spaces or have advantages or disadvantages when doing so. It's important to communicate with your DM and clarify any questions or concerns about movement and combat in different terrains and environments.

  • Moving Around Other Creatures

    You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.


    Whether a creature is a friend or an enemy, you can't willingly end your move in its space.


    If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

๏ปฟ

 When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.


With this action, you make one melee or ranged attack. Attacks can range from unarmed strikes, improvised weapons, weapon attacks, and spells.

๏ปฟ

Certain spells, such as Extra Attack from the martial spell list, allow you to make more than one attack with this action.

Cast A Spell

See Spellcasting Rules.

Recharge

You can use a recharge ability once. To use it again, roll 1d6 and the ability becomes available to use if you roll one of the numbers. Example, Recharge 5-6 means if you roll a 5 or 6 you can use the feature, if not the feature is not usable that round.

You can only roll to Recharge one feature at the start of your turn at a time unless otherwise stated.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

๏ปฟ

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

๏ปฟ

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. 

๏ปฟ

You lose this benefit if you are incapacitated or if your speed drops to 0.

Hide

When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" in the section below.

Making an Attack

Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.


  1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
  2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.


If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.๏ปฟ

  • Attack Rolls

    In a combat scenario, your attack roll decides whether your attack is successful or not. To make an attack roll, roll a 3d6 and add the relevant modifiers. If the total of your roll and modifiers surpasses the target's Armor Class (AC), your attack lands successfully.


    If you roll 3 6's it is a critical hit, 3 1's is a critical failure.


    The Armor Class of a character is determined during character creation, while the Armor Class of a monster can be found in its stat block. The AC represents how difficult it is to land a hit on the target, with higher AC indicating a tougher target to hit.


    Understanding how to make an attack roll and how AC works is important for any character engaging in combat. As always, be sure to explain these concepts clearly to your players so they understand the mechanics of combat in your game.


    Modifiers to the Roll

    When a character or monster makes an attack roll, there are typically two modifiers used: the ability modifier and the proficiency bonus. 


    For a melee weapon attack, the ability modifier used is Strength, while for a ranged weapon attack, the ability modifier used is Dexterity. However, weapons that possess the finesse or thrown property can break this rule.


    Ability Modifier.

    The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.


    Proficiency Bonus.

    You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

  • Additional Damage Die

    When a feature causes you to roll an additional damage die, that includes all damage die. For instance a Great Sword deals 3d8 + STR, if you have a feat that allows you to roll additional damage die you would roll 3d8. 


    If you also cast divine smite on that attack to deal an additional 3d12, you would roll 3d12 on top of that totaling in a 6d12 roll. Additional Damage Die can be found on features like the Rogue's Backstab feature.


    This is different from Additional Die, these rules can be found on the Feats page.

  • Rolling 1 or 20

    During combat, sometimes luck plays a role in determining the outcome. Occasionally, even a novice can land a hit while a veteran misses.


    If a 3d6 roll for an attack results in 3 6's, the attack hits regardless of any modifiers or the target's Armor Class. This is called a critical hit and can cause extra damage, as explained later in this section. Conversely, if the 3d6 roll is 3 1's, the attack misses regardless of modifiers or the target's Armor Class.


    Combatants may try to escape notice through hiding, casting invisibility, or taking cover in darkness. If you attack a target that you can't see, you have disadvantage on the attack roll, whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, the attack automatically misses. 


    However, the DM typically only says that the attack missed, without revealing whether you guessed the target's location correctly.


    Unseen Attackers

    When a creature can't see you, you have advantage on attack rolls against it. If you're hidden, meaning both unseen and unheard, when you make an attack, you reveal your location when the attack hits or misses.


    Understanding how luck and visibility affect combat can be critical for success in battle. As always, be sure to explain these mechanics clearly to your players so they understand how these factors can impact their attacks.

  • Ranged Attacks

    Ranged attacks involve firing a bow or crossbow, throwing a handaxe, or launching other projectiles to strike a distant target. Spells can also include ranged attacks. When making a ranged attack, you can only target enemies within a specific range. A ranged attack has a single range, and you cannot attack a target beyond this range.


    When attempting a ranged attack, if you are within 5 feet of a hostile creature that can see you and isn't incapacitated, you have disadvantage on the attack roll. This is because the creature's proximity and movements make it difficult to aim effectively.


    Understanding ranged attacks is important for characters who rely on ranged weapons or spells in combat. As always, be sure to communicate these rules clearly to your players so they understand how ranged attacks work in your game

  • Melee Attacks

    Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a Warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.


    Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.


    Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier.

  • Opportunity Attacks

    In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.


    You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.


    You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.


    Forced movement does not qualify for an opportunity attack.

  • Grappling

    To grab or wrestle with a creature, you can use the Attack action to perform a special melee attack called a grapple. If you are capable of making multiple attacks with the Attack action, you may choose to replace one of them with a grapple attempt. 


    The target of your grapple must be within your reach and no more than one size larger than you. When attempting a grapple, you use at least one free hand to seize the target by making an Athletics skill check contested by the target's Athletics skill check, with the target choosing which ability to use. If the target is incapacitated, the grapple attempt automatically succeeds.


    If you succeed in the grapple attempt, the target is subject to the grappled condition. Grappled creatures can only take one action per round and cannot take bonus actions or reactions. Their movement speed is reduced to 0 and they must use their action to make a contested Athletics check to escape the grapple at the end of their turn.


    If the grappled creature is forced to move out of your grapple due to external forces such as forced movement, you have advantage on all attack rolls against that creature until the end of your next turn. This can be a useful tactic for controlling the battlefield and limiting a creature's options in combat.


    The Grappled Condition

    When a creature is grappled, its actions are limited. Grappled creatures can only take one action per round and are unable to take bonus actions or reactions. Additionally, their movement speed is reduced to 0.


    To escape a grapple, the creature must use its action to make a contested Athletics check against the grappler's Athletics check. This check is made at the end of the creature's turn.


    If the grappled creature is forcibly moved out of the grapple, such as through a spell or other effect, the grappler gains advantage on all attack rolls against that creature until the end of the grappler's next turn.

  • Moving a Grappled Creature

    When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

  • Escaping a Grapple

    When a creature is grappled, it can choose to use its action to attempt to escape the grapple. To do so, it must make a contested check against the grappler's Athletics skill check using either its own Athletics skill check.


    If the grappler is at least two sizes smaller than the creature being grappled, the creature has advantage on its escape attempt. This can be due to the creature's size advantage or its ability to maneuver more easily due to its smaller stature.


    Escaping a grapple can be a key tactic for a creature trying to break free from an opponent's hold and gain more freedom of movement on the battlefield. As a grappler, it's important to weigh the risks of attempting a grapple against the possibility of the creature escaping and retaliating.

  • Shoving a Creature

    You can use the Attack action to perform a special melee attack known as a shove. The shove can be used to knock a creature prone or push it away from you. If you have the ability to make multiple attacks with the Attack action, you may choose to use one of them to perform a shove. Shoving creatures provokes attack of opportunity from others in range.


    To make a shove, the target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you must make an Athletics skill check which is contested by the target's Athletics skill check, with the target choosing which ability to use. The shove attempt automatically succeeds if the target is stunned or paralyzed.


    If the shove is successful, you can either knock the target prone or push it up to 5 feet away from you. The choice of which to do is up to the character making the shove. This can be a useful tactic for controlling the battlefield and gaining an advantage in combat.

  • Rules for Hiding

    Conditions for Hiding:

    • A character must be in an area with adequate cover or concealment to attempt to hide.
    • The enemy must NOT have a clear line of sight of the creature you wish to hide from.
    • The character must be quiet and not draw attention to themselves.

    Attempting to Hide:

    • The character must use their action to attempt to hide.
    • The character must make a Stealth check against a DC between 10 and 30 set by the DM. (Alternately, the DM may choose to have the character make a contested Stealth check against the Perception or Insight of the creature that the character is attempting to hide from.) If the character’s check is higher than the DC or the opposing creature’s check, the character is considered hidden from that creature.
    • If the character's check is higher than the passive Perception score of the creature, the character is considered hidden from that creature.

    Remaining Hidden:

    • Once a character is hidden, they can move up to half their speed without breaking their hiding position.
    • If the character moves more than half their speed or takes an action that reveals their position (such as attacking), they are no longer hidden.
    • A creature can attempt to find a hidden character by using their action to make a Perception check contested by the Stealth check of the character hiding. If the creature's check is higher, they locate the hidden character.

    Special Circumstances:

    • Some spells or abilities may grant a character advantage or disadvantage on their Stealth check when attempting to hide.
    • Certain conditions, such as being invisible or heavily obscured, may also affect a character's ability to hide or be detected.

Two-Weapon Fighting

  • A character can wield two simple weapons at a time.
  • While two weapon fighting add the weapon die together when making an attack. Example, a dagger typically deals 1d4, and grants the user +1 crit chance. If you are dual wielding them you gain 2d4 and gain +2 crit chance.
  • You add on-hit modifiers and bonus damage as if this is one attack.

Unarmed Fighting

  • While not wielding a shield or weapon you gain 10 movement speed.
  • An unarmed strike deals 1 point of damage plus the character's Fighting Modifier
  • A character with a Strength score over 12 can shove or grapple a creature as a bonus action after making an unarmed strike with their action.
  • Finally, when you make an unarmed strike you can make one additional unarmed strike as a bonus action. This attack deals half damage.

One Handed Weapon + Unarmed Strikes

  • While not wielding a shield you gain 5 movement speed.
  • An unarmed strike deals 1 point of damage plus the character's Fighting Modifier
  • A character with a Strength score over 12 can shove or grapple a creature as a bonus action after making an unarmed strike with their action.
  • Finally, when you make a melee weapon attack you can make one additional unarmed strike as a bonus action. This attack deals half damage.
Unleash the Magic

Casting Spells in Crusaders TTRPG

When casting a spell, you need to be able to speak and gesture freely, unless the spell's description specifies otherwise. Some spells also require material components, which can be a specific item or a small amount of gold, depending on the spell.


You must have a hand free to access these components, unless the spell's description indicates otherwise. Some spells, such as cantrips, don't require spell points to cast, but you still need to spend an action or bonus action to cast them.


Spells have a variety of effects, from dealing damage to controlling the battlefield to healing allies. Some spells also require the target to make a saving throw to resist the spell's effects, while others require an attack roll.


You can cast multiple spells in a single turn, as long as you have the necessary actions, bonus actions, or reactions available to do so. However, you can only cast one spell per turn that requires spell points, except in specific circumstances specified by class features or spell descriptions.

Using Multiple Spells In Combat

When in combat, you have the option to use multiple spells. For instance, if you have a spell that requires a bonus action and uses a spell slot, you can use an action to cast a cantrip spell, and vice versa. Additionally, you can use a leveled spell as a reaction, even if you have already used another leveled spell during your turn.

What are Cantrips?

Cantrips are basic spells or abilities that your character can use an unlimited number of times without expending any spell points. Cantrips are always considered to be cast at the lowest possible level and their effects scale with the character's level.

Leveled Spells

In Crusaders, spells are cast using a system of spell points. Each spell has a point cost that must be paid by the caster to use it. After using spell points, you can regain all of your spell points after a long rest.

Spell Points Per Level

Level Points
1 2
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20
11 22
12 24
13 26
14 28
15 30
16 32
17 34
18 36
19 38
20 40

Upcasting

Certain spells can be cast at higher levels by expending additional spell points. Upcasting a spell uses extra spell points. For example if you want to upcast your first level spell it would be 1 points plus 2 for each additional upcast up to 10 total points, or 5 levels.

What Is Concentration?

If a spellcaster loses Concentration, the spell ends, and they lose the effects of that spell. Some spells have a duration that persists even if the spellcaster loses Concentration.


Additionally, some spells require an attack roll, while others require a saving throw. The attacker's spellcasting ability is added to the attack roll, and the target's saving throw is compared to the spell save DC of the attacker. A caster's spell save DC is 8 + the attacker's proficiency bonus + the attacker's spellcasting ability modifier. (Spellcasting Modifier or SM)


It is important to note that not all creatures are affected by spells in the same way. Some creatures have immunity or resistance to certain types of damage, while others may have advantage or disadvantage on saving throws against certain spells. It is important to consider the target creature's abilities and resistances before choosing which spell to cast.


If the creature focusing on a spell becomes distracted by a non-damaging condition, they must make a DC 10 CON saving throw. On a failed save, they lose concentration.๏ปฟ

Enchantment Mastery
Weave illusions and charms to manipulate minds and hearts with the art of enchantment.

Size Matters: How Creature Size Affects Combat

In Crusaders TTRPG, a creature's space is determined by the size category it belongs to. A size category represents how much physical space a creature occupies, and it determines how far the creature can reach in combat. A typical Medium creature occupies a 5-foot square on a battle grid, while a Tiny creature occupies a 2.5-foot square, and a Large creature occupies a 10-foot square.


When determining how many creatures can surround another creature in combat, the size category of the creatures is taken into account. For example, a Medium creature can be surrounded by up to four Small creatures or two Medium creatures, while a Large creature can be surrounded by up to eight Medium or Small creatures. The DM can use their discretion to determine how many creatures can surround a larger creature, such as a Gargantuan one.

๏ปฟ

It's important to note that the space a creature occupies is not necessarily the same as the area it controls in combat. A creature's reach, which is determined by its size, can extend beyond the space it occupies on the battle grid. This means that even if a creature is not directly adjacent to another creature, it may still be able to attack it with a melee weapon or spell.

Flying Movement

A flying creature can make a controlled descent if it falls at least 20 feet and has the ability to fly. To do so, the creature must use its action on its turn to make a DC 10 Athletics check, which allows it to descend up to 100 feet without taking falling damage. The descent ends early if the creature lands before it reaches the full distance allowed, or if it takes any action other than a move action on its turn.

๏ปฟ

Finally, certain spells or effects can cause a creature to fall, or can prevent a fall from causing damage. For example, the feather fall spell allows a falling creature to descend slowly and safely.

Choosing Your Class

Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents they possess, and the tactics they are most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.


Your character receives a number of benefits from your choice of class. Many of these benefits are class features — capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, and sometimes skills, saving throws, and tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.


On your character sheet, record all the features that your class gives you at 1st level.

You have your choice of 12 classes. Bard, Cleric, Mage, Shaman, Shifter, Warlock are ranged classes because they typically have a ranged combat style.

Rogue, Duelist, Guardian, Tinkerer, Tracker, Titan are Melee classes because they typically have a melee combat style.

Ability Scores

Ability Scores in Crusaders are your character’s capabilities. Each one stands for some aspect of your character’s abilities. Your Ability Scores also inform how good your character is at a given skill. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 12 costs 13 points. Using this method, 12 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 4. If any of your ability scores reach 0 you die instantly.


Strength: A creature’s physical prowess

Dexterity: A creature’s agility

Constitution: A creature’s endurance and hardiness

Intelligence: A creature’s intellectual capabilities

Wisdom: A creature’s intuition

Charisma: A creature’s force of personality


Roleplaying PC Ability Scores

4 Average

6 Slightly Above Average

8 Above Average

10 Decent

12 Good

14 Great

16 Super

18 Amazing

20 Best

Armor Class (AC)

Your base armor class (the difficulty required for an enemy to hit you with an attack) is 4 + your Constitution modifier. However, different classes may have different formulas for calculating armor class if they have special unarmored abilities.

๏ปฟ

When an attacker rolls to hit you, if their result is equal to or lower than your armor class, the attack misses and deals no damage. A natural 1 on the attack roll always results in a miss, while a natural 20 always hits. In other words, you need to roll higher than your target's armor class to hit them.

Saving Throws (DC)

Your base saving throw is 3d6 + the relevant ability score modifier. Certain feats and class features can grant bonuses to saving throws. (Note that it is possible for a character to not be proficient in or have a bonus for any of their saving throws.) If a creature is required to make a saving throw, rolling a natural 1 results in automatic failure and double damage, if applicable. Conversely, rolling a natural 20 on a saving throw results in an automatic success and prevents damage, if applicable.

Stagger

Stagger is a bonus for Strength characters to make sure they are not set behind in combat. If a character has at least 16 Strength, on hit if the attack beats the creature's armor class by more than your attack roll, the creature is Dazed.

Stagger in roleplaying, if a character has at least 16 Strength and they succeed on an intimidation skill check the next skill check on that creature is done with advantage.

Fighting Styles

If you are one of the Melee Classes, you have a fighting style. This is a list of abilities outside of feats and casting to allow your fighter to feel more unique.

๏ปฟ

Find out more about fighting styles here.

Feats

Feats are gained at certain levels to give your character an extra layer of customization. You can choose to take a feat or an ability score increase. If you choose to take an ASI, then you get 2 points to place into your abilities as you see fit. Spells gained from feats can be used utilizing spell points corresponding to the spell's typical level.

๏ปฟ

Find out more about feats here.

Skills

Skills represent your character's inherent abilities and knowledge in different areas. Each skill is associated with a modifier, which is added to a 3d6 roll to determine success or failure. Your Dungeon Master might ask you to roll a skill check to determine whether your character can accomplish a task or to see if your character knows something.


Rolling a natural 1 is an automatic failure, and your Dungeon Master Cognitive determine the appropriate consequence. Rolling a natural 20 is an automatic success, but only within reason. For example, you cannot use persuasion to force someone to do something they wouldn't already be Cognitiveing to do, but you can attempt a difficult physical feat like jumping across a 60-foot canyon.


Find out more about skills here.

Magic Items

In Crusaders, gold is the only currency. You can earn gold as a reward for completing missions or quests, and use it to purchase supplies and magical items. There are different classifications of items in the game, each with its own cost range:


  • Starter Items: You choose your starting items from the item list as instructed.
  • Common Magic Items: Cost around 85 gold on average. Check out the common magic items list for more information.
  • Uncommon Magic Items: Can be found on missions or purchased from specialty item vendors. The cost for uncommon items ranges from 200 to 500 gold, depending on the item. Players generally have up to three uncommon magic items by level 8.
  • Rare Magic Items: Can be found on missions or purchased from specialty item vendors. The cost for rare items ranges from 5,000 to 10,000 gold, depending on the item. Players generally have up to three rare magic items by level 12.
  • Very Rare Magic Items: Can be found on missions or purchased from specialty item vendors. The cost for very rare items ranges from 20,000 to 50,000 gold, depending on the item. Players generally have up to three very rare magic items by level 15.
  • Legendary Magic Items: Can be found on missions or purchased from specialty item vendors. The cost for legendary items ranges from 200,000 to 500,000 gold, depending on the item. Players generally have one legendary magic item by level 18.
  • Artifacts: Can only be found on missions. Although not purchasable, the value for artifact items ranges from 500,000 gold to 50 million gold, depending on the item. Players generally have one artifact item by level 20.


Items can be found here.

Max Hit Points

Your character's maximum hit points are determined at character creation and increase as you level up based on your race and class, as well as your Constitution modifier.

๏ปฟ

At first level, your maximum hit points are determined by your class and race, and you add your Constitution modifier to that number. At higher levels, you gain additional hit points based on your class and roll a hit die, adding your Constitution modifier to that number.

Class Level 1 Hit Points Hit Points Per Level Spell List
Bard 8 5 Arcane
Cleric 8 5 Support
Mage 6 4 Arcane
Shaman 10 6 Support
Shifter 12 7 Chosen
Mutant 10 6 Arcane
Rogue 6 4 Martial
Duelist 10 6 Martial
Guardian 8 5 Support
Tinkerer 10 6 Martial
Tracker 10 6 Support
Evoker 10 6 Arcane
Titan 12 7 Martial

Temporary Hit Points

Temporary hit points do NOT stack if they are from the same source. If you have temporary hit points from multiple sources, you can combine them. Any temporary hit point effects also last as long as you have temporary hit points.


When you take damage, you subtract temporary hit points first. Temporary hit points are not considered healing for the purposes of death saving throws. Temporary hit points from all sources is capped at 15 + 10 per level.

Damage Rolls

When using a weapon, spell, or harmful monster ability, the damage it deals is specified. You roll the damage dice and add any modifiers, then apply the damage to your target. Bonuses to damage can come from magical weapons, special abilities, and other factors.


It is possible to deal 0 damage with a penalty, but negative damage is not possible. Additionally, be aware that some creatures may heal from certain damage types.


When attacking with a weapon, you add your ability modifier to the damage, which is the same modifier used for the attack roll. Spells specify which dice to roll for damage and whether to add any modifiers. Effects that happen once per turn on spells or attacks targeting multiple creatures affect all creatures.


For example, if you add +3 ice damage to a weapon attack once per turn that affects multiple targets, you apply that bonus damage to all targets.

๏ปฟ

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For instance, when a sorcerer casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

Resistance

Resistance is broken up into tiers


Minor Resistance - 20%

Lesser Resistance - 35%

Resistance - 50%

Greater Resistance- 65%

Immunity - 80%

Invulnerability - 95%


If you gain resistance from multiple sources, you are moved up to the next resistance. For instance, if you have 2 features that grant Minor Resistance to Bludgeoning, Slashing, and Piercing damage, you have Lesser Resistance to those damage types.

Vulnerability

Like resistance, vulnerability is broken up into tiers. Vulnerability occurs when a creature takes additional damage from a damage source. For instance a vampire might have Max Vulnerability to Cosmic or Solar damage types. Where as a DM you might want that to be more of a Minor Vulnerability in your world.


If a creature has Minor Resistance and Minor Vulnerability to a damage source, they cancel each other out. Lesser Resistance, and Minor Vulnerability would give the creature Minor Resistance.


Minor Vulnerability - 20%

Lesser Vulnerability - 35%

Vulnerability - 50%

Greater Vulnerability - 65%

Extreme Vulnerability - 80%

Max Vulnerability - 95%


If you gain Vulnerability from multiple sources, you are moved up to the next vulnerability. For instance, if you have 2 features that grant Minor Vulnerability to Bludgeoning, Slashing, and Piercing damage, you have Lesser Vulnerability to those damage types.


An ability or feature that grants a creature 1 level of vulnerability starts where they are currently. If they have Minor Resistance, it is gone. An additional level of Vulnerability from that point grants Minor Vulnerability.

What Are Damage Types?

Players must choose a damage type for their spells from the list of available Elemental and Otherworldly damage types. Once a damage type has been chosen for a spell, it cannot be changed.


The chosen type should be recorded on the character sheet to ensure understanding of the spell. The player or DM can rename spells to fit their theme but the effects must stay the same.

๏ปฟ

In addition, any damage type immunities or vulnerabilities that a target has Cognitive affect the damage dealt by the spell. The DM may add, remove or modify the list of available damage types at their discretion to fit the theme and setting of the game.

Elemental Damage Types

  1. Acid: Damage caused by corrosive substances or chemicals.
  2. Air: Damage caused by the force of wind or air currents.
  3. Earth: Damage caused by the power of rocks, soil, or minerals.
  4. Fire: Damage caused by intense heat or flames.
  5. Ice: Damage caused by extreme cold or freezing temperatures.
  6. Lightning: Damage caused by electricity or electrical charges.
  7. Nature: Damage caused by natural elements such as plants, animals or weather patterns.
  8. Sonic: Damage caused by sound waves or vibrations.
  9. Poison: Damage caused by toxins or harmful substances.
  10. Water: Damage caused by the force or pressure of water.

Otherworldly Damage Types

  1. Cosmic: Damage caused by the power of stars, space, or celestial energy.
  2. Dark: Damage caused by negative energy or unholy power.
  3. Ethereal: Damage caused by the power of the spirit world or other planes of existence.
  4. Force: Damage caused by pure energy or telekinetic force.
  5. Lunar: Damage caused by the power of the moon or lunar energy. This could include effects like moonlight, tides, or lunar phases, and could be associated with magic, mysticism, or lunar goddesses.
  6. Necrotic: Damage caused by the power of death or decay.
  7. Psychic: Damage caused by mental energy or the power of the mind.
  8. Radiant: Damage caused by the power of positive energy or holy powers.
  9. Solar: Damage caused by the power of the sun or solar energy. This type of damage is often associated with heat, and can cause burns, dehydration, or sickness.
  10. Time: Damage caused by the manipulation of time or temporal energy.

What If I Want To Multiclass?

You cannot multiclass until level 5. At level 5 you must declare your multiclass, you can choose to substitute your level 5 class feature, with a level 1 class feature from a second class. When you level to 6, you can opt to choose your Main class 6th level feature, or your secondary classes 2nd level feature.


If you choose not to multiclass at 5, you can choose to multiclass at level 9, 13, or 17 instead. When you do this, you would exchange your 9th level feature for the secondary classes 1st level feature, same for 13th and 17th.


If you Multiclass at level 5 your secondary class Cognitive still progress with your primary class meaning your 9th level primary class feature could be swapped for the 5th level secondary class feature. Opting to multiclass later in your build Cognitive delay your secondary class power.


IMPORTANT: You do NOT get the spell list from your secondary class when multiclassing.

๏ปฟ

For example, A Shaman gets the Arcane spell list, if they multiclass with Shifter they do not get to pick spells from the Martial spell list. You are limited to the spell list of your Primary Class.

What Does My Background Do?

When creating your character, your chosen background Cognitive provide you with starting equipment and special features. You can choose to increase both of your background stats by 1, or increase one by 2. Additionally, you Cognitive gain proficiency in a tool that aligns with your background.


For example, selecting the Apprentice background allows you to choose between a +1 to INT or WIS, or a +2 to either of them. You Cognitive also gain the Apprentice background feature Creative Flair, proficiency in the History skill, and a Starter Equipment Pack (in this case, the Wizard's Pack). Find out more about packs here.

๏ปฟ

The game currently has over 50 backgrounds to choose from, including Alchemist, Astronomer, Charlatan, Demon Hunter, Fortune Seeker, Gladiator, Guild Artisan, Hermit, Jester, Pirate, Scholar, and Seer. You can find more information about backgrounds here.

How to Use Skill Checks & Tools

Skill checks and tools have in and out of combat features. For instance, if you use Intimidation in combat you can attempt to intimidate a creature causing it the feared condition, helping your team secure victory.


As another example, poisoner's kit Cognitive allow you to use a bonus action to add a crafted poison to your weapon using a free action, rather than a bonus action during combat.

๏ปฟ

Click here to read more about individual skill checks.

Click here to read more about individual tool checks.

Other Rules

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

 

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. 


For example, a bard grants a sorcerer 8 hit points of healing. If the sorcerer has 14 current hit points and has a hit point maximum of 20, the sorcerer regains 6 hit points from the bard, not 8.


A creature that has died can't regain hit points until magic such as a specific spell has restored it to life.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or gain 1 level of exhaustion from the Crowd Control section.


Instant Death

Massive damage can kill you instantly. if you take damage equal to double your maximum hit points from a single instance of damage.

 

For example, a bard with a maximum of 12 hit points currently has 6 hit points. If she takes 12 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. If the bard took 24 damage however, they would die instantly.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Jumping

You can jump or throw improvised weapons or objects 5 feet x your Strength Modifier (Min of 1). For instance if you want to toss an ally and you have a 3 Strength modifier, you can toss them 15 feet.

Monsters and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than suffering from exhaustion.

Death Saving Throws

We have removed death saving throws in crusaders. Instead when you drop to 0 hit points you take 1 level of exhaustion.๏ปฟ

NPC Death

NPC's do not get death saving throws. For example, if a character has a pet, summon, or mount, and the pet/summon/mount drops to 0 HP, it does not gain exhaustion – it just dies.


This includes but is not limited to:

  • Pets
  • Familiars
  • Sidekicks
  • Quest Plot Characters
  • Summons

Flying Rules

For every 10 feet while flying over 60 feet from your target subtract 1 from your attack rolls and DC's. Skill checks while flying are penalized by 1 per 10 feet for after 120 feet.

๏ปฟ

Example you are 130 feet from your target and you have a +3 to hit and your spellcasting DC is 14, your to hit is now +2 and spellcasting DC is 13.

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater, the following rules apply:


  • If your character cannot breathe under water they must make a Constitution check equal to 12 + 2*(PM) check once every 10 rounds or fall unconscious. A creature that is unconscious underwater for more than 10 rounds Cognitive automatically die.
  • When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon has the finesse property.
  • Creatures and objects that are fully immersed in water have resistance to fire damage.
  • Creatures that do not have a swimming speed and cannot breathe under water have disadvantage on ranged weapon attacks.

Mounted Combat

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a Pegasus all enjoy the benefits of speed and mobility that a mount can provide.


A Cognitiveing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.


Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. If it is a hostile creature or an unCognitiveing creature ask your DM what the appropriate DC would be and make an Animal Handling check.


You Cognitive need to make a DC10 Athletics check check again at the start of your turn in combat unless the creature has a saddle. If you attack a creature you are mounting it is done with advantage.


If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.


Controlling a Mount

Your movement becomes the mount's movement until you dismount. Your Size when determining movement is your mount's size. A DM might ask you to make an Animal Handling check to maintain your mount. If you fail you are automatically dismounted and must remount taking fall damage if applicable. Your mount can use a reaction to catch you.


You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only two action options: Dash or Disengage. You can forgo your action to have your mount attack.

๏ปฟ

If the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

Creating A Custom Subclass

Sometimes the character you want to play doesn't quite align with the present options. The following are rules for a custom subclass if a player or DM would like to make one.


Subclass Levels:

Subclass features are given at levels 1, 3, 6, 11, 13, 16, and 18. The scaling for these features should be at levels 6, 10, 14, and 18.

Not Allowed:

Do not allow your players any of the following features:


  • Advantage on skill checks, or expertise on skill checks before level 11.
  • Damage scaling increases should be class level or proficiency modifier not damage die or spellcasting modifier.
  • Ability score modifier to skill checks or saving throws.
  • Armor class increases or damage reduction features.
  • Instant kill features.
  • Access to another spell list. (A spell with modifications would be fine) Example Astral Cleric has Cosmic Balance from the Arcane spell list as a feature.

๏ปฟ

For general damage guidelines use an existing subclass. For instance, if you want your character to have a weapon, Soulblade WarlockKey Mage, and Edgestrike have examples.


Subclass Features:

If the feature exists in another subclass within the same class it's typically fair to use in your subclass at the same level. Allowing features from another class needs DM approval. Do not play a custom subclass without DM approval.

Unleash Your Imagination

Crafting Your Custom Subclass

Volt Bastion has a lot of great stuff but not quite what we're looking for because we want less Thor more Superman!


First let's ask what are we missing and what is our role in the party?

We're a great tank, with the support spell list. Spells like Hellfire Bolt would be a great spell to use as our Eye rays and Hero's Resolve is great for courage. We're missing Time Travel, Ice Breath, Super Smell, Telekinesis. Let's build our Subclass!

1st Level:

Telepathy๏ปฟ

At 1st level, you can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.


When you cast a spell, you can make an Athletics skill check.

3rd Level:

Empowering Surge

At 3rd level, at the start of your turn, choose an ally (including yourself) within 60 feet of you. They gain 8 Strength, 10 Movement Speed, and reduce damage equal to your threat management feature until the start of your next turn.

๏ปฟ

(Reduction does not stack with threat management)

6th Level:

Surge of Vigor

At 6th level, at the start of your turn you can heal all allies within 60 feet of you for 1d4 + FM. In addition, they have 10 additional movement speed until the start of your turn.

8th Level:

Super Senses

At 8th level, you gain proficiency in Perception skill checks. In addition, as a bonus action, you can make a Perception skill check to seek a specific scent within 1 mile of you. You must have smelled the scent before.

11th Level:

Kryptonite Bash

At 11th level, when you hit a creature with a critical strike they take 5 additional damage and are paralyzed until the start of their turn.


The feature’s damage increases by 5 when you reach14th level (10), and 18th level (15).

13th Level:

Public Speaking

At 13th level, you gain expertise in Persuasion. In addition, you have advantage on Persuasion skill checks against commonfolk as determined by the Dungeon Master.

16th Level:

Telekinesis

At 16th level, As an action, you can choose a creature within 60 feet of you that you can see. The creature must succeed on a Fortitude saving throw against your fighting DC or be tossed 30 feet forward or backward taking damage equal to your unarmed strike.

18th Level:

Ice Breath

At 18th level, once every 3 rounds on your turn, You can shoot an ice breath in a line. All creatures in a 100 by 5 foot line must make a Fortitude saving throw against your fighting DC. If they fail they take 10d10 Ice damage and 10d10 wind damage and are stunned.

Keep Other Players in Mind

When creating a custom subclass keep other players in mind. They may not be using a custom subclass and if your party hasn't locked their character in be courteous and allow them to figure out what they want so you don't overshadow their character.


For example, let's say noone in the party wants to play a healer, but you want to play a Martial with some heals similar to the adding Godless Herbalist from the Ashiest Cleric instead of Expert Spy to your thief rogue would be appropriate. However, if a player is playing a Life Cleric, and you want to add Echoing Rhythm from Melody Bard to your Enchanter Bard instead of Spotlight just to overshadow their healing then the DM should probably talk to both players to see if they are fine with the change.

Custom Features:

Now for custom features. Be creative each character should shine and have things that make them unique to the game. Think of your party like a team of heroes, what can your character bring to the party to help accomplish tasks. Playing Superman and having flight, invincibility, super strength, and eye beams sounds awesome and all, but does this character overshadow others at the table? Let's take a quick dive in how we can make this character fun for others while still living our fantasy within the Crusaders universe.

Let's start with a Race with Flying and Strength:
Gargoyle seems perfect (Flavor it as human looking)

Gargoyle gives us 4 STR, flying darkvision, and some durability features. Great!

Now let's find a class with a good baseline:
Guardian has a lot of the features we are looking for to further bolster our defenses.

Why A DM Should Approve This

We took Grand Skyfall from Dragoon Duelist, and lowered the damage and added a crowd control effect. This is weaker and wouldn't outshine a Dragoon, while thematically fitting our character.


You'll notice how we took Bash from the Duelist. Bash is a 9th level feature and we are getting it at level 11. Even though fighting stance would be a great feature for our subclass it's 17th level, and our subclass caps out at 15th so we cannot use it. A DM might approve the feature for our level 15 keystone but probably not. So instead we came up with a cool keystone using Chain Lightning as a baseline. We did not take bash at level 7 as it would not be level appropriate given the Duelist gets it at 9th level.


Though Dragoon Duelist, and Volt Bastion had a lot of the features we wanted a custom subclass was necessary to make our hero do what he needs to without breaking the game. We are durable, we have strength flying, telekinesis, and ice breath and we do not outshine the rest of the party.

Share by: