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CRUSADER

(Spell-less Paladin)

COMBAT SUPERIORITY
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are chosen from the list of divine
maneuvers below. Some maneuvers enhance an attack in some way. You can use only one maneuver
per attack. You learn one additional maneuver of your choice at 6th and 13th levels. Each time you learn
a new maneuver, you can also replace one maneuver you know with a different one.

Divine Maneuvers. Crusaders are unique among others who use maneuvers, relying on flashes of divine
inspiration instead of raw martial power. As such, you do not control access to your chosen maneuvers.
Before you take your first action in an encounter, one of your maneuvers (randomly determined) is
granted to you. The rest of your known maneuvers are withheld, currently inaccessible. At the end of
each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus
becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any
maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver.
If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain
available, and a previously withheld maneuver is granted, as described above.

Over the course of a few rounds, all your maneuvers will eventually be granted. If, at the end of your
turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you
recover all expended maneuvers, and a new maneuver is granted to you. Randomly determine which of
your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver
is granted to you, and the whole process of divine inspiration begins again. You begin an encounter with
an additional granted maneuver at 7th level (bringing your total to two), and again at 16th (bringing
your total to three).
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended
when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th 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.

AURA OF RESPITE
At 3rd level, you can create a magical field of healing power, however it requires concentration and
time. You can spend 1 hour in deep meditation, forging a connection between your spirit and that of
your allies to the divine powers of your deity. This connection must be reformed again in 24 hours or the
connection is lost.

Once during a short or long rest, while the connected allies are within 60’ of this aura, they can
regain 1d6 hit points for every two paladin levels you have (rounded up) through the divine connection.

OATH MANEUVERS
You gain oath maneuvers at the Paladin levels listed. These maneuvers are in addition to ones you select
from your divine maneuver’s list. If you already know this maneuver, you may select a different one.

Oath of Devotion
Paladin Level Maneuvers
3rd Crusader’s Strike
9th Foe Hammer
18th Shield Block

Oath of Vengeance
Paladin Level Maneuvers
3rd Disruptive Blow
9th Iron Bones
18th Earthstrike Quake

Oath of the Ancients


Paladin Level Maneuvers
3rd Moment of Alacrity
9th Raging Mongoose
18th Action Before Thought

DIVINE STRIKE
At 9th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your
turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8
radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.
ZEALOUS SURGE
Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack,
spell, or other attack that would otherwise hinder or harm you. Starting at 13th level on, you can opt to
reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is
lower than the first. This ability does not require an action. You simply decide to use it after seeing the
result of your saving throw roll but before the DM tells you if it fails or succeeds. You gain the use of this
ability after taking a long rest.

UNWAVERING FAITH
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1
superiority die.
MANEUVERS
The maneuvers are presented in alphabetical order.
Action Before Thought. When a creature forces you to make a Dexterity saving throw, you can
expend one superiority die to enhance your reflexes. As a reaction, add the superiority die roll to Saving
Throw.
Bolstering Voice. When a friendly creature who can see and hear you makes a Wisdom saving throw,
as a reaction you can expend one superiority die to strengthen their willpower. The friendly creature
adds the superiority die to their Wisdom saving throw’s roll.
Claw at the Moon. When you hit a creature with a weapon attack, you can expend one superiority
die and make a Strength (Athletics) check against the target’s AC. If the check succeeds you add the
superiority die to the attack’s damage roll and the next friendly creature to attack the target can score a
critical hit on a roll of 19 or 20.
Crusader’s Strike. When you hit a creature with a weapon attack, you can expend one superiority die
to heal a nearby ally. Choose an adjacent friendly creature who can see or hear you. That creature gains
hit points equal to the superiority die’s roll + your Charisma modifier.
Disruptive Blow. When you hit a creature with a melee weapon attack, you can expend one
superiority die to disrupt their movement. You add the superiority die to the attack’s damage roll, and
the target must make a Constitution saving throw. On a failed save, the target’s speed is reduced to 0
for the rest of the turn.
Earthstrike Quake. When you take the Attack action on your turn, you can forgo one of your attacks
and use a bonus action to slam your melee weapon into the ground. When you do so, expend one
superiority die. Each creature adjacent to you makes a Strength saving throw. On a failed save, the
targets takes damage equal to the superiority die’s roll and the ground around you in a 10-foot radius is
considered difficult terrain.
Foe Hammer. When you hit a creature with a melee weapon attack, you can expend one superiority
die to push past the target’s resistance. You add the superiority die to the attack’s damage roll and the
next successful attack against the target ignores any resistance.
Iron Bones. When you hit a creature with a melee weapon attack, you can expend one superiority die
to toughen your resolve. You add the superiority die to the attack’s damage roll and the next time you
take damage from a non-magical weapon, you reduce the damage by 3.
Moment of Alacrity. When your roll for initiative, you can expend on superiority die to increase your
responses. You add the superiority die to the initiative’s roll.
Raging Mongoose. When you hit a creature with a melee weapon attack, you can expend one
superiority die to lash out again with your weapon. You add the superiority die to the attack’s damage
roll and make two additional melee attacks with your weapons as a bonus action.
Shield Block. When another creature damages a friendly creature adjacent to you with a melee or
ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the
number you roll on your superiority die + your shield’s bonus to armor class.
Stone Vice. When you hit a creature with a melee weapon attack, you can expend one superiority die
to grapple the target. You add the superiority die to the attack’s damage roll and the creature must
make a Strength saving throw. On a failed save, the target is grappled until it can break free (using its
Attack action to succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your
Strength check).
DESIGNER’S NOTES
The Spell-less Paladin is designed to be different from his other quasi-magical counterparts. Similar to
the spell-less Ranger, the Paladin doesn’t rely on your common Trope “Pally” stuff like Smites and Spells.
Why? Because that’s already been done to death, and to very great effect too! Not only is this variant
supposed to re-capture the essence of the Crusader from 3.5 Edition’s Tome of Battle: Book of 9 Swords
but to give it more options in terms of what it can do and how to apply a more tactically-focused
mindset apart from the Battle Master. So, here’s some of the reasons why I went with the mechanics
that I did:

Maneuvers & Superiority Die: Well the spell-less ranger was designed with this feature in mind and I
think it has some merit, albeit with some tweaking. The Maneuver list in the Player’s Handbook is quite
large (16 maneuvers in all) and they cover a wide range of cool things to attempt. It appears that the
designers actually looked at a lot of 3.5 and 4e maneuvers when making them. But not all of them were
done and not all of them have the same effect (see Rally vs. Crusader’s Strike). I get it, Fighters aren’t
supposed to be magically healing people’s hands back on (inert eye-roll here) but thematically there was
a point.

So, what these maneuvers represent is a more divine-magical feel. It can break the ideals of ‘reality’
because essentially it is magic, but it’s not a spell per-se. So essentially, we’re not bound by the
mundane and can go a bit more fantastical with the effects. Keeping the die the same, the DC and all of
the other core mechanics was important to maintain continuity and balance.

Finally, we come to the changing of maneuver granting. For one, it was done because I’m a fan of the
3.5’s Crusader mechanic and always had fun drawing random powers as divine inspiration. That was a
very thematic element for me. Second, it makes the variant different than both the spell-less Ranger and
Battle Master fighter archetype (not to mention anyone who grabs the Martial Adept Feat). I also think
this has a balancing factor that covers the maneuver’s more magical style and nature. Rally will always
be there for the Battle Master to give an ally 1d8 + Cha THP but the Crusader might not draw that
Crusader’s Strike to heal his friend right next to him.

Breakdown of total Maneuvers Known and Granted

2nd Level – 3 known, 1 granted


3rd Level – 1 additional maneuver known from Oath
6th Level – 1 additional maneuver known
7th Level – 1 granted
9th Level – 1 additional maneuver known from Oath
13th Level – 1 additional known
16th Level – 1 granted
18th Level – 1 additional maneuver known from Oath

Total = 8 total maneuvers known; 3 granted per turn with 6 superiority die to use before a short or long
rest.
Maneuvers and the Thought Process Behind Them
Action Before Thought. When a creature forces you to make a Dexterity saving throw, you can
expend one superiority die as a reaction and add the superiority die roll to Saving Throw.

*Designer’s Note: Pretty much what it does in the Tome of Battle. Most Crusaders are toting around in
Plate armor and wielding big shields. This gives them a slight advantage every once in a while, to avoid
further AoEs from monsters.

Bolstering Voice. When a friendly creature who can see and hear you makes a Wisdom saving throw,
as a reaction you can expend one superiority die to strengthen their willpower. The friendly creature
adds the superiority die to their Wisdom saving throw’s roll.

*Designer’s Note: Many spells like Bless aid allies in difficult times, such as making saving throws. Unlike
powerful Bless, Bolstering Voice only works on one Ability save (Wisdom) and it only lasts for a turn
whereas Bless lasts for the entire encounter. Not to mention that Bless works with attack rolls too.

Claw at the Moon. When you hit a creature with a weapon attack, you can expend one superiority
die and make a Strength (Athletics) check against the target’s AC. If the check succeeds you add the
superiority die to the attack’s damage roll and the next friendly creature to attack the target can score a
critical hit on a roll of 19 or 20.

*Designer’s Note: This feels a lot like Distracting Strike, which gives you advantage on your next attack.
What this does it make you more of a team player and has a nice boost too.

Crusader’s Strike. When you hit a creature with a weapon attack, you can expend one superiority die
to heal a nearby ally. Choose an adjacent friendly creature who can see or hear you. That creature gains
hit points equal to the superiority die roll plus your Charisma modifier.

*Designer’s Note: This might look similar to Rally, a martial maneuver that allows you to spend a bonus
action to give an ally Temp. HP. Why take that when you can heal an ally for real with Crusader’s strike?
Well for starters, Rally doesn’t need a successful attack to work. Second, rally can be used on any ally
within sight or sound, unlike Crusader’s strike where the ally must be adjacent. You’re trading THP for
real HP because they’re closer and it requires a roll to succeed.

Disruptive Blow. When you hit a creature with a melee weapon attack, you can expend one
superiority die to disrupt their movement. You add the superiority die to the attack’s damage roll, and
the target must make a Constitution saving throw. On a failed save, the target’s speed is reduced to 0
for the rest of the turn.

*Designer’s Note: This maneuver was derived from Disrupting Blow in the Tome of Battle, which basically
makes the target Incapacitated. That was probably too good of a condition to place on any monster so
giving someone a portion of the Sentinel feat for 1 round is a decent equivalent.

Earthstrike Quake. When you take the Attack action on your turn, you can forgo one of your attacks
and use a bonus action to slam your melee weapon into the ground. When you do so, expend one
superiority die. Each creature adjacent to you makes a Strength saving throw. On a failed save, the
target takes damage equal to the superiority die’s roll and the ground around you in a 10-foot radius is
considered difficult terrain.

*Designer’s Note: Whoa boy, an AoE! Well…. a little one. At a casual glance, you might think this is just
Trip Attack on a big scale, but It’s not. Doesn’t even knock enemies prone. What it does do is give
someone tactical advantage (but not Advantage) by slowing people down. The damage isn’t all that
excessive either, since you have spells like Sword Burst as a cantrip.

Foe Hammer. When you hit a creature with a melee weapon attack, you can expend one superiority
die to push past the target’s resistance. You add the superiority die to the attack’s damage roll and the
next successful attack against the target ignores any resistance.

*Designer’s Note: There’s no maneuver in the PHB that allows a character to by-pass monster’s
resistances. Cambions, demons, liches, etc. all have some sort of resistance to non-magical weapon
attacks. In the event that players don’t find themselves of any magical items, this can come in handy.

Iron Bones. When you hit a creature with a melee weapon attack, you can expend one superiority
die to harden your resolve. You add the superiority die to the attack’s damage roll and the next time you
take damage from a non-magical weapon you reduce the damage by 3.

*Designer’s Note: This was one of my favorites in 3.5, a boost to your defense in a nick of time to gives
yourself one chance at attacking the bad guy. I think giving someone Heavy Armor Mastery for 1 hit isn’t
all that overpowering. It’ll likely never be taken as a maneuver for anyone who grabs the feat.

Moment of Alacrity. When your roll for initiative, you can expend on superiority die to increase your
reflexes. You add the superiority die to the initiative’s roll.

*Designer’s Note: Another maneuver that is basically a free boost that isn’t covered in the PHB. There
are only a few features, including some from the Ranger that boosts your Initiative (usually with
Advantage) but thought that was too good.

Raging Mongoose. When you hit a creature with a melee weapon attack, you can expend one
superiority die to lash out again with your weapon. You add the superiority die to the attack’s damage
roll and make two additional melee attacks with your weapons as a bonus action.

*Designer’s Note: Yep, it’s crazy good. You might think “No, it’s too too good!” but unless you also say
the same thing about a Monk who uses his Ki for Flurry of Blows which, by-the-way, he can initiate
anytime he wants as many times as he has Ki points unlike our Crusader friend here that has to be
granted to and they’re restricted to melee weapons (as monks can use any monk weapon they want)
then it’s about the same. You might also compare this to Sweeping Attack and how it’s better. True, you
get more attacks which can cause a critical hit, but they’re not guaranteed. Sweeping Attack is far more
likely to succeed in dealing damage on a consistent basis than Raging Mongoose will.

Shield Block. When another creature damages a friendly creature adjacent to you with a melee or
ranged attack, you can use your reaction and expend one superiority die to reduce the damage by the
number you roll on your superiority die + your shield’s bonus to armor class.
*Designer’s Note: Basically, it’s the Parry maneuver from the Battle Master, but for a friend. It can’t be
used on yourself BUT it does work against ranged attacks.

Stone Vice. When you hit a creature with a melee weapon attack, you can expend one superiority die
to grapple the target. You add the superiority die to the attack’s damage roll and the creature must
make a Strength saving throw. On a failed save, the target is grappled until it can break free (using its
Attack action to succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your
Strength check).

*Designer’s Note: Surprisingly there are no Martial Maneuvers from the PHB that allows you to grapple a
foe. While grappling can be a strong tactic against certain creatures, it by no means restricts them from
pummeling you while they’re being grappled. It has situational value and can be used to subdue
opponents but not game breaking. Also, it uses your Strength score as a contest against it’s Strength or
Dexterity which gives it a benefit.

DIVINE STRIKE
At 9th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your
turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8
radiant damage to the target. When you reach 18th level, the extra damage increases to 2d8.

*Designer’s Note: Well the Paladin loses significant boosts to damage by losing all their Smite access,
especially since Smite works AFTER knowing if you strike was true (and a critical). This loss of DPR can’t
be carried entirely by their divine maneuvers. While they’re good and can help in different tactics, they
don’t have any significantly raw power. Divine Strike, the same feature Clerics of the War Domain get,
help them in this area along with Extra Attack. Also, Clerics get both bonuses of Divine Strike before the
Crusader does.
ZEALOUS SURGE
Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack,
spell, or other consequence that would otherwise hinder or harm you. Starting at 13th level on, you can
opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if
it is lower than the first. This ability does not require an action. You simply decide to use it after seeing
the result of your saving throw roll but before the DM tells you if it fails or succeeds. You gain the use of
this ability after taking a long rest.

*Designer’s Note: This feature was a mechanic the 3.5 Crusader got at 3rd level. In 5e standards, its
much more potent. Increasing the level by 10 (now to 13th) I think it hits the right range of balance and
power. It also means that they can reserve their superiority die on a Saving Throw boost for another
time. Additionally, it’s not guaranteed to work as you must take the second result.
UNWAVERING FAITH
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1
superiority die.

*Designer’s Note: Yes, this is the same feature the Spell-Less Ranger gets. Yes, you can say taking this
makes me lazy. What you can’t say, however, is that it isn’t good. This feature ensures that our Crusader
friend will always have some way of affecting the battle at the right time.

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