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!
Find A Section
Meet Princess Amethyst, Your Guide
Welcome, brave adventurers! I am Princess Amethyst, here to guide you through the magical realms of Crusaders TTRPG. Let me explain the rules of the game so you can embark on your epic quest with confidence.
If you've played other TTRPG's like Dungeons and Dragons 5th edition then you're likely going to pick up this ruleset quickly. Crusaders TTRPG was built as a DnD 5e alternative, and is more on the fantasy side of the genre of tabletop roleplaying games.
When a effect requiring a saving throw, the Difficulty Class (DC) is calculated as follows:
Terrain or Skill Check Effect DC: 6 + (PM) + Your Character Level
Crusaders uses a 3d6 system instead of a d20. This means that most actions are resolved by rolling three six-sided dice (3d6) rather than a twenty-sided die (d20) style you may have seen in games like Pathfinder and DnD 5e.
You start by creating a character, choosing from various options that define your abilities and role in the game. More instructions can be found at https://www.crusadersttrpg.com/character-sheet. Each character has six main attributes: Strength, Intelligence, Dexterity, Wisdom, Constitution, and Charisma. These attributes are vital for performing different tasks.
When you want your character to perform an action that has a chance of failure, such as climbing a wall or persuading a guard, you will perform a skill check. To do this, you roll 3d6 and add any relevant modifiers from your character’s attributes or skills. The Game Master (GM) sets a difficulty level (DC) for the task. If your total meets or exceeds the DC, you succeed.
Combat in Crusaders involves turn-based sequences where you and your opponents take actions such as attacking, casting spells, or using special abilities. Each attack or action usually requires a 3d6 roll to determine success, with modifiers based on your character's abilities and equipment. Damage is typically calculated based on the weapon or spell used.
As you play, your character earns experience points (XP) for overcoming challenges and completing adventures. Gaining enough XP will level up your character, enhancing their attributes, skills, and abilities, making them more powerful.
Beyond mechanics, role-playing is a significant part of Crusaders. You’ll interact with the game world, other players, and NPCs (non-player characters) through storytelling, making decisions that affect the narrative and outcome of the game.
The GM plays a crucial role, describing the world, controlling NPCs, and setting up scenarios for you to navigate. They’ll guide the story and ensure everyone has a great experience.
Remember, Crusaders is about having fun and telling an exciting story together. Dive in, enjoy the adventure, and may your rolls be ever in your favor!
Crusaders TTRPG
Crusaders TTRPG Common Terms
In Crusaders TTRPG, a proficiency modifier (PM) is a bonus added to rolls for skills, tools, or weapons the character is skilled in. This bonus grows with the character's level, enhancing their chances of success in tasks they are proficient in. When you see (PM) or PM it's referring to your Proficiency Modifier.
Experience Points
Level
Proficiency Bonus
0
1
+2
300
2
+2
900
3
+2
2,700
4
+2
6,500
5
+2
14,000
6
+3
23,000
7
+3
34,000
8
+3
48,000
9
+3
64,000
10
+3
85,000
11
+4
100,000
12
+4
120,000
13
+4
140,000
14
+4
165,000
15
+4
195,000
16
+5
225,000
17
+5
265,000
18
+5
305,000
19
+5
355,000
20
+5
Initiative determines the order of turns during combat. At the start of each round, combat participants make an Initiative roll. Combatants are ranked from highest to lowest total. This order is called the initiative order.
In most cases, your initiative bonus is 0. +1 for every 2 Dexterity above 10.
In case of a tie, the DM decides the order for tied creatures. Alternatively, the DM can have tied participants roll 3d6, with the highest roll going first.
You can upcast your spell by using double the spell's cost. When you upcast, add the Damage / Upcast die to the roll again. Cantrips cost 2 spell point to upcast.
Reducing damage taken is a great way to ensure your character's survival. However, damage taken cannot be reduced below a certain number per tier. Tier 1: 2, Tier 2: 8, Tier 3: 12, Tier 4: 20.
Resistance reduces the damage a creature takes from a specific damage source. These levels allow flexibility in how much protection characters have against certain damage types.
Minor Resistance - 10%
Lesser Resistance - 25%
Resistance - 50%
Greater Resistance - 60%
Immunity - 80%
Vulnerability
Minor Vulnerability - 10%
Lesser Vulnerability - 25%
Vulnerability - 50%
Greater Vulnerability - 60%
Max Vulnerability - 80%
Players must choose a damage type for their spells from the available Elemental and Otherworldly types, and this choice cannot be changed. Record the chosen type on the character sheet. Spells can be renamed for thematic purposes, but their effects remain unchanged. Target immunities and vulnerabilities affect spell damage. DMs can adjust the list of damage types to fit the game's theme.
Elemental Damage Types
Acid:
Damage from corrosive substances.
Air:
Damage from wind or air currents.
Earth:
Damage from rocks, soil, or minerals.
Fire:
Damage from intense heat or flames.
Ice:
Damage from extreme cold.
Lightning:
Damage from electricity.
Nature:
Damage from plants, animals, or weather.
Sonic:
Damage from sound waves.
Poison:
Damage from toxins.
Water:
Damage from water pressure or force.
Otherworldly Damage Types
Cosmic:
Damage from stars, space, or celestial energy.
Dark:
Damage from negative or unholy power.
Ethereal:
Damage from the spirit world or other planes.
Force:
Damage from pure energy or telekinesis.
Lunar:
Damage from moon energy, tides, or lunar phases.
Necrotic:
Damage from death or decay.
Psychic:
Damage from mental energy.
Radiant:
Damage from positive or holy energy.
Solar:
Damage from the sun, heat, or solar energy.
Time:
Damage from manipulating time or temporal energy.
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.
Additional Die:
For each additional die, let's take the +1 additional die from Rogue as an example. Instead of rolling 3d6 for your roll you will roll 4d6 and keep the 3 highest rolls. For advantage, you would roll 8d6 and keep the three highest, and for disadvantage, you would roll 8d6 and keep the 3 lowest.
For cases where you need to round down, if the result is not a whole number, always round down to the nearest whole number.
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.
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.
Watch Out!
As your tactical guide, I want you to watch out for Crowd Control and other forms of danger.
What is Crowd Control (CC)?
Crowd Control (CC) is crucial for victory in Crusaders. We use soft CC to keep the game engaging for both players and creatures, ensuring everyone gets to play their turn without long waits.
When a crowd control effect requires a saving throw, the Difficulty Class (DC) is calculated as follows:
Terrain Effect DC:6 + (PM) + Your Character Level
Monster Effect DC:6 + (PM) + Monster Level
Player Spell DC:8 + (PM) + (SM)
Player Fighting DC:8 + (PM) + (FM)
Crowd Control Duration
Crowd control lasts until the end of your turn unless otherwise stated.
Crowd Control Types
Crowd Control Options for Crusaders TTRPG
Attacking:
While blinded, you have disadvantage on attack rolls.
Spellcasting:
While blinded, when casting a spell that includes a Somatic component, 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.
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.
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.
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 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. If a creature takes more than double their Max HP from a single source of damage, they take 2 levels of exhaustion.
Each level of exhaustion maintains the effects of the past level, gaining a new effect. The exhaustion level effects are as follows:
Sluggish:
Disadvantage on initiative rolls.
Slow Reaction Time:
Your saving throws are reduced by (PM).
Reckless:
Your Armor Class is reduced by (PM).
Tired:
Your movement speed is halved.
Careless:
Disadvantage on all attack rolls and creatures have advantage on saves against your spells and contested skills.
Weary:
You have disadvantage on skill checks.
Dizzy:
Treat any 2 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
Diminishing:
Treat any 3 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
Fading:
Treat any 4 or lower on the d6 as a 1. Overrides features where you can replace a rolled 1.
Death:
You died. Sorry.
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.
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 actions and free actions as normal until the end of their turn.
The creature's speed becomes 0, and they cannot cast somatic spells.
Incapacitation:
While incapacitated, you are unable to move or use reactions until the start of your 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.
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.
Vulnerability:
While paralyzed, you have disadvantage on saving throws.
While petrified, you are considered as if you are a statue. Your speed is reduced to 0, and you are unable to cast spells, take actions, or move. You are immune to poison and disease. Any ongoing conditions affecting you are paused until the effect ends.
Weakened:
While poisoned, you have disadvantage on attack rolls and skill checks.
Periodic Damage:
While poisoned, you take 1d4 damage at the start of your turn.
Combat Impairment:
While poisoned, you have disadvantage on Reflex saving throws against poisons and toxins.
Disadvantage in Combat:
While prone, you have disadvantage on attack rolls and must use half your movement to stand up. Melee attacks against you have advantage, and ranged attacks have disadvantage.
Spellcasting:
While silenced, you cannot cast spells with a verbal component.
Inhibited Communication:
While silenced, you are unable to speak or communicate verbally.
Impaired Reflexes:
While stunned, you cannot take actions, reactions, or move until the start of your turn.
Vulnerability:
While stunned, melee attacks against you have advantage and are automatic critical strikes.
Mental Block:
While stunned, you cannot cast spells or concentrate on abilities or spells.
The creature rolls a d6, which determines its actions:
1-2: The creature uses its action to move in a random direction determined by the GM.
3-4: The creature makes a melee attack against a randomly determined creature within its reach. If no creatures are within reach, it does nothing.
5-6: The creature does nothing.
The creature's speed is reduced to 0, and it cannot move or cast somatic spells. The grappling creature can drag the grappled creature at half its speed. The grappled creature can make a Strength (Athletics) or Dexterity (Acrobatics) check to escape.
The creature's speed is reduced to 0, and it cannot use abilities or spells that allow teleportation or any movement-based effects until the end of their next turn.
While asleep, the creature is incapacitated and unaware of its surroundings. The creature wakes up if it takes damage or another creature uses an action to shake or slap it awake.
Let's Discuss Movement
Movement Speed Options for Crusaders TTRPG
This is the base speed of your character, typically used for moving on solid ground.
Example:
If your walking speed is 30 feet, you can move 30 feet on your turn.
Running allows you to cover more ground quickly but might require a check to maintain pace.
Example:
If you run, you can move up to twice your walking speed in one turn, so 60 feet if your walking speed is 30 feet.
This is used for moving up or down surfaces like walls or trees.
Example:
If your climbing speed is 15 feet, you can climb up to 15 feet on your turn. If you don't have a specific climbing speed, use half your walking speed, rounded down to the nearest 5 feet increment (e.g., 30 feet walking speed = 15 feet climbing speed).
This is used for moving through water.
Example:
If your swimming speed is 20 feet, you can swim up to 20 feet on your turn. If you don't have a specific swimming speed, use half your walking speed, rounded down to the nearest 5 feet increment (e.g., 30 feet walking speed = 15 feet swimming speed).
This is used for moving through the air.
Example:
If your flying speed is 60 feet, you can fly up to 60 feet on your turn.
Moving through difficult terrain (like dense forests, rubble, or deep snow) takes twice as much movement.
Example:
If you have a walking speed of 30 feet and you move through difficult terrain, each foot of movement costs 2 feet, so you can only move 15 feet on your turn.
If you are prone, you can crawl at half your walking speed.
Example:
If your walking speed is 30 feet, you can crawl 15 feet on your turn.
When you switch between different movement types, subtract the distance you've already moved from your total movement.
Example:
If you have a walking speed of 30 feet and a climbing speed of 15 feet, you can move 10 feet on the ground and then climb 5 feet, using all your movement for that turn.
Your jump distance is determined by your Strength score. You can jump a number of feet equal to your Strength score, rounded up to the nearest 5.
Example:
With a Strength score of 15, you can jump 15 feet horizontally with a running start.
Some abilities or spells allow instant movement to a different location without crossing the distance in between.
Example:
If you can teleport 30 feet, you instantly appear at a spot within 30 feet of your current location.
The size of your character can affect movement and how you interact with your environment. Larger creatures may find it difficult to move through tight spaces, while smaller creatures can move more freely in confined areas.
If you take the Attack action, you can move between attacks. This allows you to strike, move, and then strike again if you have multiple attacks.
When moving through a space that is too small for your size, you must squeeze, which counts as difficult terrain and halves your movement speed.
You can move through a nonhostile creature's space. Moving through a hostile creature's space is more difficult and may require a Dexterity check.
What Can You Do On Your Turn?
Action
This is your main activity for the turn. It could be attacking with a weapon, casting a spell, using a special ability, or interacting with an object. You usually get one action per turn.
Bonus Action
Sometimes, you can do something extra on your turn, like using a minor ability, casting a quick spell, or performing a smaller task. Not all turns will have a bonus action available.
Movement
Every character can move a certain distance each turn. This could be walking, running, flying, or swimming, depending on your character. You can split your movement before and after other actions if you like.
Communication
This isn't a formal action in the rules, but it's important. It means roleplaying your moves, talking to your teammates, or discussing plans. You can usually communicate freely during your turn.
Basic Actions in Combat
Actions in Combat - Crusaders TTRPG
On your turn, you can do one of the basic actions, something special from your class, or make up your own action. Monsters might have their own actions they can take. If you want to do something not covered by the rules, the DM will say if you can do it and what roll, if any, you need to make to see if you succeed.
When you choose to attack, you try to hit an enemy with a weapon, your fists, or a spell. This action lets you make one attack, whether you're close or far from your target. Some abilities, like Extra Attack, let you hit more than once.
Casting a spell involves following specific rules for spellcasting. Refer to the Spellcasting section for details.
Some abilities can be used again after you roll a specific number on a six-sided die (1d6). For example, if an ability has "Recharge 5-6," you can use it again if you roll a 5 or 6 at the start of your turn. You can only try to recharge one ability per turn unless stated otherwise. All recharge features and abilities automatically recharge at the start of combat.
You can help another character with a task or attack. When you help with a task, they get an advantage on their next ability check. If you help with an attack, their first attack roll against an enemy within 5 feet of you has advantage.
When you disengage, you can move away from enemies without them getting a free attack on you.
Dashing lets you move extra far during your turn. Your movement distance doubles for the turn. For example, if your normal speed is 30 feet, you can move 60 feet when you dash.
Dodging focuses on avoiding attacks. Until your next turn, attacks against you have disadvantage, and you have an advantage on Dexterity saving throws. This doesn't work if you can't move or see the attacker.
Hiding lets you try to become unseen. You make a Stealth check to see if you can successfully hide. If you do, you get benefits like enemies having a harder time hitting you.
Potential Combat Actions
Combat Rules
Requires adequate cover or concealment.
Enemy must not have line of sight.
Must be quiet and inconspicuous.
Use an action to hide.
Make a Stealth check against a DC set by the DM or an enemy's Insight.
Success means you're hidden from that enemy.
Can move half speed while hidden.
Revealing actions or excessive movement breaks hiding but you have advantage on the first attack.
Enemies can search for you using their action to make an Insight against your Stealth.
Use the Attack action to shove.
Target must be no more than one size larger and within reach.
Make an Athletics check contested by the target's choice of Strength skill (Except Hauling) or Agility.
Success allows you to push it 5 feet away and knock the target prone.
Use the Attack action to grapple.
Target must be within reach and no more than one size larger.
Use a free hand and make an Athletics check contested by the target's choice of Strength skill (Except Hauling) or Agility.
Success means the target is grappled.
Grappled targets can attempt to escape at the start of their turn.
Roll 3d6 and add modifiers to hit a target's AC.
Critical hit on 3 sixes, critical failure on 3 ones.
Modifiers include relevant ability modifier and proficiency bonus.
Use bows, crossbows, or spells to attack from a distance.
Have a specific range limit.
Disadvantage if an enemy is within 5 feet of you or you cannot see the target due to allies and enemies.
Fight up close with weapons or unarmed strikes.
Most creatures can attack targets within 5 feet.
Unarmed strikes deal 1 + FM bludgeoning damage.
Make a melee attack when an enemy leaves your reach.
Use your reaction for this attack.
Can be avoided with Disengage.
Wield two simple weapons together.
Combine damage dice and crit chance.
Counts as one attack with all bonuses.
Without a shield or weapon, gain extra movement speed.
Unarmed hits deal 1 + FM bludgeoning damage.
With at least 16 Strength, can shove or grab after a hit.
Can make an extra unarmed hit as a bonus action, dealing half damage.
Without a shield, gain increased movement speed.
Unarmed hits deal 1 damage plus Fighting Modifier.
With at least 16 Strength, can shove or grab after a hit.
After a melee weapon attack, can make an extra unarmed hit as a bonus action, dealing half damage.
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.
Ability Scores
In Crusaders, When creating your character, you have 32 points to distribute among your attributes. You can't increase any attribute above 20 using just these points or any bonuses from your background or base stats.
After you've assigned your 32 points, you then add any racial bonuses to your attributes. These racial bonuses can push your attributes above 20, depending on the race you've chosen for your character.
Here's what each Ability Score means:
Strength: How physically strong your character is.
Dexterity: How agile and quick they are.
Constitution: Their endurance and toughness.
Intelligence: Their smarts and knowledge.
Wisdom: Their intuition and insight.
Charisma: Their personality and charm.
Roleplaying Scores
4: Weak
8: Average
12: Strong
16: Very strong
20: Gifted
24: Superior
28: Superhuman
30: Worldly Max
Remember, these are just examples, and the other Ability Scores work in a similar way, showing different aspects of your character's abilities. A DM has the ability to allow you to go over 30 but the base system does not allow it, just like a DM could allow you to go past level 20.
Armor Class (AC)
Your base armor class (the difficulty required for an enemy to hit you with an attack) is 5 + (PM) + your Constitution modifier. However, different classes may have different formulas for calculating armor class if they have special unarmored abilities.
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.
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.
Skills show what your character is good at and know about. When you try to do something, you roll three six-sided dice (3d6) and add a number based on your skill. This tells you if you succeed or fail.
If you roll 3 1's it is a critical failure, you always fail the task and the DM can describe how, and there might be a bad outcome. If you roll 3 6's it is a critical success, you succeed in the best way possible, but it has to be something possible. For instance, you can't talk someone into doing something they'd never do, but you can try a tough jump.
Sometimes the best possible result is not dying.
Saving Throws (DC)
What is a Saving Throw? A saving throw is a roll of the dice that helps determine if your character can avoid or lessen the impact of a harmful situation. In a 3d6 system, you roll three six-sided dice (3d6) and add the results together to get a total number.
How Do Saving Throws in Crusaders Work?
Triggering a Saving Throw:The game master (GM) will tell you when to make a saving throw. This usually happens when your character faces something dangerous or needs to resist an effect.
Determining the Difficulty:The GM sets a difficulty class (DC) for the saving throw. This number represents how hard it is to succeed. The DC might be based on the strength of the effect or the skill of the attacker.
Rolling the Dice:You roll three six-sided dice (3d6) and add up the numbers. The result is your total roll.
Adding Modifiers:Depending on the situation, you might add or subtract modifiers to your roll. These modifiers come from your Fortitude, Reflex, and Cognitive bonus.
Comparing the Result:Compare your total roll (including modifiers) to the DC set by the GM. If your roll exceeds the DC, you succeed in the saving throw. If it meets or is lower, you fail.
Example:Let's say your character needs to dodge a trap. The GM sets the Reflex DC at 12. You roll 3d6 and get a 4, 5, and 3, which adds up to 12. Your character's Reflex modifier is +2, so your total roll is 14. Since 14 is higher than the DC of 12, you succeed and avoid the trap!
Modifiers and Bonuses:
Proficiency Bonuses:If your character is proficient in certain types of saving throws, you add an extra bonus to your roll.
Other Bonuses:Magical items, spells, and other effects might grant additional bonuses or penalties to your saving throws.
Multiclassing in Crusaders TTRPG
Starting Out (Levels 1-5)
You begin as a Mage or a Rogue and gain levels in that class up to level 5.
Multiclassing (Level 6 and Beyond)
Once you reach level 6, you can start multiclassing. This means you now have the option to choose a feature from either class whenever you level up.
Choosing Features
At each new level, you pick one feature from either your Mage or Rogue class. For example, at level 7, you might choose the 7th-level Mage feature. Then, at the next level (level 8), you might choose the 3rd-level Rogue feature instead of the 8th-level Mage feature.
Continuous Choice
This process continues as you keep leveling up. Each time you gain a level, you decide whether you want to advance in your Mage abilities or your Rogue abilities.
Building Your Character
By choosing features from either class, you're customizing your character's abilities. You're not locked into taking features in order or alternating between classes; you can prioritize the abilities that fit your character concept or gameplay strategy.
Tracking Progress
The table helps you keep track of how many features you've taken from each class, but it's your choices at each level that determine your character's progression and the balance of Mage and Rogue abilities.
Remember
Multiclassing is a way to create a character that's a unique blend of two classes, and it's your choices at each level that define that blend. To simplify this process discuss a potential custom Class as seen below with your DM.
Standard Level
Mage
Rogue
Total Mage Lv
Total Rogue Lv
1
1
1
0
2
2
2
0
3
3
3
0
4
4
4
0
5
5
5
0
6
1
5
1
7
7
6
1
8
3
6
2
9
9
7
2
10
10
8
2
11
11
9
2
12
12
10
2
13
13
11
2
14
9
11
3
15
10
11
4
16
11
11
5
17
17
12
5
18
13
12
6
19
19
13
6
20
20
14
6
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.
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
8
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 unless noted specifically. If you have temporary hit points from multiple sources, you can combine them up to the max amount per tier.
MAX base armor (before bonuses) for each tier of play is capped. Tier 1 (18), tier 2 (28), tier 3 (38), tier 4 (48). Temporary hit points from all sources is capped at 8 + 5 per level.
Damage Rolls
When you use a weapon, cast a spell, or use a monster's attack, the damage it does is listed in the rules. You roll dice for damage and add any extra points from magical items, special powers, or other things. You can't do less than 0 damage, but some creatures can heal from certain types of damage.
When you attack with a weapon, you include a number based on your character's abilities, which is the same number you use to see if you hit the target. Spells tell you what dice to roll for damage and if there's anything else to add. If a spell or attack hits more than one target, any extra effects happen to all of them.
For example, if your weapon does extra ice damage once per turn and hits multiple enemies, each enemy takes that extra damage.
If a spell hits multiple targets at once, like a fireball, you roll the damage once, and that's the damage all the targets take.
Size Matters: How Creature Size Affects Combat
Here's a simplified guide to all the size categories in Crusaders TTRPG, including the space they occupy on the battle grid and how many can surround a creature of a larger size:
Tiny: Creatures of this size occupy a 2.5-foot square. They can fit into very small spaces and can often surround larger creatures in great numbers.
Small: These creatures take up a 5-foot square, just like a Medium creature, but they can move into the spaces of larger creatures without causing difficulties.
Medium: The most common size, Medium creatures occupy a 5-foot square.
Large: A Large creature requires a 10-foot square on the battle grid.
Huge: Huge creatures take up a 15-foot square.
Gargantuan: These massive creatures occupy a 20-foot or larger square or larger.
Remember, the DM (Dungeon Master) has the final say on how many creatures can surround another, especially when dealing with larger-than-life creatures or unique scenarios. The reach of a creature, which is how far it can attack or interact without moving, is also important in combat and can vary based on the creature's size and abilities.
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.
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.
Most DMs have a monster die the instant it drops to 0 hit points, rather than suffering from exhaustion.
We have removed death saving throws in Crusaders. Instead, when you drop to 0 hit points, you take 1 level of exhaustion.
NPCs 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 Combat Rules
Flying Combat Rules
If a flying creature falls at least 20 feet, it can use its action to make an Athletics, Balance, or Might check as a bonus action to descend up to 100 feet safely, avoiding falling damage. The descent ends early if the creature lands before reaching the full distance or takes a non-move action.
A flying creature can glide for distances without wings by using magical energy. You can glide up to half of your movement speed descending at a 10 foot per round rate by using 1 spell point to avoid falling damage.
Flying creatures can perform acrobatic maneuvers in the air, such as barrel rolls or tight turns. To perform an aerial maneuver, the creature must use its action and make an Athletics, Balance, or Might check as a bonus action. Success allows the creature to move up to its full flying speed and gain advantage on the next attack roll before the end of its turn.
A flying creature can dive towards a target, gaining momentum for a powerful strike. To execute a dive attack, the creature must descend at least 30 feet and use its action to make a melee attack. On a hit, the attack deals an extra damage die.
A creature with a flying speed can soar, instead of dashing or hasted movement using the same rules.
Wind can affect flying creatures, hindering their flight as well as attacks. A strong wind can become difficult terrain, depending on the direction of the wind. Flying creatures must succeed on a Balance check to flyingtain control in high winds. Attacking a land creature while flying greater than 30 feet away has a -1 penalty for every 10 feet. Two flying creatures attacking each other suffer no penalty.
Spell parlay or designed spells can slow a creature's descent, preventing damage from a fall. Other spells might allow a creature to hover in place or even fly without the need for wings. Remember to consider the effects of any active spells when determining how a creature can fly or fall.
Underwater Combat Rules
Underwater Combat Rules
Swimming Speed: A character's swimming speed is equal to their land speed unless they have a specific swimming ability that states otherwise.
Armor: Heavy armor reduces swimming speed by half. Light and medium armor have no effect.
Diving: Characters can dive down or ascend at a rate of 60 feet per round without a check.
Light: Underwater, the range of light from a light source is halved.
Darkness: Characters without darkvision or a light source are effectively blind beyond 15 feet.
Melee Attacks: Melee attacks work normally underwater.
Ranged Attacks: Ranged weapon attacks are impossible underwater unless the weapon is designed for underwater use (e.g., a crossbow with bolts adapted for water).
Spells: Spells that require verbal components can be cast underwater, but the caster must be able to speak (having a way to breathe is necessary).
Holding Breath: Characters can hold their breath for 10 rounds + their Constitution modifier. After this time, they begin to suffocate, suffering one level of exhaustion per round until they resurface for air. While resurfaced, you regain 2 breathing rounds per round resurfaced.
Amphibious Characters: Characters with the Amphibious trait can breathe both air and water.
Water Manipulation: Spells that manipulate water are more powerful and have a wider range of effects underwater. Water damage spells gain 1 additional damage die underwater.
Breathing Spell Parlay: You can use a spell point parlay to allow characters to breathe underwater for 20 rounds per parlay. This allows verbal components.
Deep Water: Characters can descend to depths of up to 100 feet without issue. Beyond that, they must make a Fortitude save each round or take water damage determined by the DM.
Ascending: Characters can ascend to the surface at a rate of 60 feet per round without a check, or make an Athletics check to double the speed.
Grappling: Grappling underwater is possible but requires a successful Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. Contested grapple checks reduce a creature's underwater breathing rounds by 1.
Dodging: Characters can use the Dodge action to gain advantage on attack rolls against them, as usual.
Strong Currents: If a character is caught in a strong current, they must succeed on a Strength (Athletics) check to swim against it or be swept away at 60 feet per round.
Cold Water: Characters in cold water must make Fortitude saves to avoid hypothermia, especially if they are not properly attired. The damage you take is equal to your (5 * PM)d6 - Endurance modifier. Characters with negative modifiers add damage die taken equal to the negative modifier.
Buoyancy: Objects that are buoyant float upward at a rate of 30 feet per round.
Underwater Equipment: Special underwater equipment, like weighted nets or grappling hooks, can be used to gain advantages in combat.
Mounted Combat Rules
Mounted Combat Rules
A creature can control a domesticated mount without using an action, allowing it to fight while mounted without needing to make a Balance skill check.
The mount acts on the rider's initiative, moving and acting on the rider's turn.
The rider can choose to command the mount to take the Dash, Disengage, or Dodge action instead of its normal action.
While mounted, you have advantage on attack rolls against any unmounted creature that is smaller than your mount.
You can make melee attacks only against targets within your reach (e.g., if your mount is large, you need a 15-foot reach to make a melee attack).
You can make ranged attacks from a mount, but you need to make a Balance check to not have disadvantage on the attack.
A rider can choose to dismount as part of their movement, moving up to their speed and dismounting at any point.
If a mount is knocked prone or killed, the rider must succeed on a Reflex saving throw or be knocked prone in a space within 5 feet of the mount.
If you move at least 20 feet straight toward a target while mounted and then hit it with a melee weapon attack on the same turn, you deal an extra damage die. This charge damage counts for either you or your mount. However, if you move 20 feet and make an attack, and your mount moves another 20 feet, this counts as a second charge but 40 feet does not give you 2 additional damage die.
Mounts can be equipped with armor and barding to increase their AC. This armor costs double.
Different terrains can affect mounted combat. For example, dense forests might limit the movement of large mounts, while open plains are ideal for cavalry charges.
Consider the environment when planning mounted combat encounters.
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.
For general damage guidelines use an existing subclass. For instance, if you want your character to have a weapon, Soulblade Warlock, Key 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 Bastionhas 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
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.
(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.