Whether sneaking past enemies or dazzling crowds with your musical prowess, roll the dice and apply character-specific bonuses to ace your challenges. Choose your character's skills wisely to shape their journey in the world of Crusaders.
Below we will explain what each skill does and how you can use it to pass challenges and aid your team to victory! Some skill checks can be used as a bonus action on your turn to gain combat advantages.
Strength skill checks are great for characters that focus primarily on being physically imposing.
A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Strength score has quite a few benefits. Let's discuss why you might increase your Strength and become an expert in Strength skills. Including your fighting modifier.
A player character's carrying capacity is determined by their Strength score multiplied by 10. For example, if a character's Strength is 12, they can carry up to 120 pounds.
Player characters gains additional movement speed for having more strength. For every 5 points in strength over 10, they gain 5 movement speed.
Strength 18 or higher
You can double your throwing distance for thrown weapon attacks.
Strength 20 or higher
Your critical strikes deal additional damage equal to your Strength modifier.
Strength 24 or higher
You are physically superior to the average person, granting you a passive Grapple score of 15. This allows automatic success on Grapple skill checks with a DC of less than 15. At 30 Strength, this passive score increases to 18.
Strength 28 or higher
You can reroll 1d6 on Strength skill checks and attack rolls; use the higher roll.
Strength 30 or higher
Add your strength modifier to your Fortitude saving throws.
Athletics is used for physical feats like climbing, swimming, or jumping. A DM might call for an Athletics check when a character needs to use physical strength, such as scaling a wall or leaping across a chasm. With Athletics:
Grappling involves restraining or controlling a target through physical contact. When successful, the target is grappled until they succeed on an Agility or Athletics skill check to escape. You cannot grapple creatures that are more than 1 size larger than you. While grappling:
Hauling involves lifting, pulling, or transporting objects or individuals with strength and stability. The target's weight and size affect the difficulty of the task. The condition of the terrain and any obstacles present can also hinder or facilitate hauling. When using Hauling:
This skill focuses on instilling fear or intimidation in others. A successful Intimidation check results in:
Might represents raw physical strength and power. Characters proficient in Might can perform tasks such as breaking chains, bending metal bars, or lifting heavy objects. When utilizing Might:
Shoving involves forcefully moving a creature away from you. When successful, the target is pushed back a distance determined by the Shoving check result. Additionally:
Taming involves physically handling creatures, such as calming or controlling animals. Once mounted, characters do not need to make a Taming check unless something knocks them prone. While taming:
Dexterity skill checks are great for characters that focus primarily on being physically imposing.
A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Dexterity score has quite a few benefits. Let's discuss why you might increase your Dexterity and become an expert in Dexterity skills.
For every 2 points in dexterity over 10, you gain 1 bonus to initiative.
Dexterity 18 or higher
You can never roll Stealth skill checks with disadvantage.
Dexterity 20 or higher
As your movement action, you can grant yourself a bonus (PM - 1)d6 on attack rolls instead until the end of your turn.
Dexterity 24 or higher
You are master of stealth, granting you a passive Stealth score of 15. This allows automatic success on Stealth skill checks with a DC of less than 15. At 30 Dexterity, this passive score increases to 18.
Dexterity 28 or higher
You take half falling damage, in addition your jumping distance uses your Dexterity instead of your Strength modifier.
Dexterity 30 or higher
You can teleport up to 15 feet to unoccupied space you can see within range as part of your movement action.
Agility pertains to nimbleness, reflexes, and coordination in physical movements. An Agility check is rolled against a difficulty set by the DM, influenced by factors such as the complexity of the action and environmental conditions. When attempting actions requiring agility:
This dexterity skill involves maintaining stability and poise in precarious situations, such as walking across narrow ledges or navigating treacherous terrain. Characters may make Balancing checks to stay upright and avoid falling. The DM sets the difficulty based on the instability of the surface and the character's agility.
Catching is the skill of intercepting or snagging objects in motion with speed and accuracy. Characters may make Catching checks to catch falling objects, snatch projectiles out of the air, or grab onto a ledge while falling. The DM sets the difficulty based on the speed and trajectory of the object and the character's agility.
Crafting involves intricate tasks requiring manual dexterity and precision. You might employ it for tasks like fine woodworking, delicate engraving, or intricate jewelry-making. A Crafting check is rolled against a difficulty set by the DM, influenced by the complexity of the task and the quality of materials available.
Precision is the ability to perform delicate or intricate tasks with finesse and accuracy. Characters proficient in Precision can execute tasks like disarming traps, picking locks, or performing intricate maneuvers in combat. The DM sets the difficulty based on the complexity of the task and the character's dexterity.
Stealth involves moving silently and unseen, avoiding detection or observation. You might use it to hide from enemies, sneak past guards, or eavesdrop on conversations. A Stealth check is made against a difficulty set by the DM, affected by factors like lighting, cover, and the vigilance of observers.
Trickery involves dexterity and finesse in performing tasks with the hands, especially those involving pickpocketing, planting evidence, or performing sleight of hand tricks. A Trickery check is rolled against a difficulty set by the DM, influenced by factors such as the complexity of the task and the scrutiny of onlookers.
In Crusaders TTRPG, Constitution represents a character's physical health, resilience, and endurance. It encompasses their ability to withstand physical strain, environmental dangers, and mental stress. Skills like Endurance, Starvation, and Vitality test their physical toughness, while skills like Composure and Sanity reflect their mental resilience. Tolerance showcases their resistance to diseases and toxins.
Constitution determines how well a character can endure challenges and remain effective in the face of adversity. A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Constitution score has quite a few benefits. Let's discuss why you might increase your Constitution and become an expert in Constitution skills.
Constitution 18 or higher
Years of punishing your body has led to a powerful fortitude. You gain the following benefits:
Constitution 20 or higher
During combat, at the start of your turn, if you have at least 1 hit point remaining, you regain (1 + PM) hit points.
Constitution 24 or higher
You are adept at taking pain, granting you a passive Endurance score of 15. This allows automatic success on Endurance skill checks with a DC of less than 15. At 30 Constitution, this passive score increases to 18.
Constitution 28 or higher
You can add your Constitution modifier to your Armor Class.
Constitution 30 or higher
Your regeneration is increased to (PM)d12 + CON. In addition, once every 3 rounds in combat you can remove 1 level of exhaustion, and remove all levels of exhaustion or restore missing limbs, when you finish a long rest.
Your character gains additional hit points for having more Constitution. For every 4 points in Constitution over 10, you gain 4 hit points per level.
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 |
Stay focused despite distractions or when searching a room. Make checks to stay alert, like watching for enemies or listening for threats. Difficulty set by distractions and focus ability.
Ability to maintain calm and control during stressful or chaotic situations. Useful for resisting panic, remaining focused, and staying level-headed in immediate, high-pressure scenarios. The DM Sets Difficulty Based On: Intensity of stress, immediate danger, character's self-control.
Endure physical strain and maintain stamina over time. Make checks for activities like running, labor, or harsh environments. Difficulty based on task duration, intensity, and character resilience.
Maintain mental stability against stressors. Make checks to resist manipulation, stay rational in fear, and endure trauma. Difficulty based on threat severity and character resilience.
Characters must sustain health and energy with minimal food and water intake. They may make Starvation checks to endure prolonged periods without adequate nourishment. The DM sets the difficulty based on the severity of the deprivation and the character's physical resilience.
Capacity to wait calmly, endure delays without frustration, and persist through long-term challenges. Ideal for tasks requiring prolonged focus, enduring tedious processes, or waiting for strategic moments. The DM Sets Difficulty Based On: Length of wait, complexity of task, character's focus ability.
Representing physical robustness and injury resilience, characters use Vitality to endure exertion or heal themselves for (PM)d8 + CON (Constitution Modifier) as a bonus action a number of times equal to their Constitution modifier. The DM sets the difficulty based on the challenge and the character's stamina.
Intelligence skill checks are significant for characters emphasizing perception, intuition, and insight.
A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Intelligence score has quite a few benefits. Let's discuss why you might increase your Intelligence and become an expert in Intelligence skills.
Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Intelligence modifier. A higher Intelligence score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.
Intelligence 18 or higher
You are quick learner, able to grasp new concepts and information rapidly, granting you a passive Science score of 10. This allows automatic success on Science skill checks with a DC of less than 10. At 24 Intelligence, this passive score increases to 15. At 30 Intelligence, this passive score increases to 18.
Intelligence 20 or higher
When making a Intelligence skill check, if you are at least proficient in any skill you can replace a rolled 1 with a 2.
Intelligence 24 or higher
When an ally within 60 feet of you uses a skill check, you can add your intelligence modifier to that skill check. You can do this a number of times per long rest equal to your Intelligence modifier.
Intelligence 28 or higher
You gain a bonus to Reflex saving throws equal to your Intelligence modifier.
Intelligence 30 or higher
You can add your Intelligence modifier to your Charisma skill checks, and do not roll Charisma skill checks with disadvantage due to lack of proficiency.
Focuses on breaking down complex systems or situations into smaller components to understand their structure, function, and relationships. Characters skilled in Analysis can identify patterns, draw conclusions, and make informed decisions based on gathered information. The DM might request Analysis checks to decipher a code, analyze enemy tactics, or unravel a mystery by examining clues.
Creating and detecting counterfeit documents, reading a hieroglyphics or interpreting a language. Characters proficient in Forgery can replicate handwriting, signatures, and official seals with convincing accuracy. This skill also includes the ability to spot fraudulent documents and recognize inconsistencies in papers. The difficulty is based on the complexity of the document and the character's familiarity with the original. Factors such as the quality of materials, the necessity of detailed knowledge, and the scrutiny the document will undergo also influence the difficulty.
Investigation involves physically interacting with objects or clues to gather insight, search for clues, and uncover secrets or mysteries. Use it to touch, manipulate, or closely examine objects, such as finding hidden compartments or deciphering codes. Difficulty is set by the DM based on the thoroughness of the search and task complexity.
Diagnose illnesses, provide first aid, and administer treatments. In combat, heal a wounded ally for (PM)d8 + SM (Spellcasting Modifier) as a bonus action with a Medicine check a number of times equal to your Intelligence modifier per long rest. Difficulty set by the DM, based on ailment severity and medical knowledge.
Recalling information and experiences from the past. Characters use Memory to remember details, facts, and events relevant to their current situation. A Memory check is made against a difficulty set by the DM, influenced by the complexity of the information and the character's familiarity with it.
Technology proficiency showcases mastery over tools, devices, or systems to achieve goals or solve problems. Use it to innovate, gain project support, or enhance user experience. Difficulty is determined by task complexity, expertise needed, and technological environment.
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Explore diverse fields like physics, chemistry, and biology. Use it for experiments, substance analysis, or understanding phenomena. Difficulty set by complexity and research resources.
Wisdom skill checks are significant for characters emphasizing perception, intuition, and insight.
A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Wisdom score has quite a few benefits. Let's discuss why you might increase your Wisdom and become an expert in Wisdom skills.
Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Wisdom modifier. A higher Wisdom score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.
Wisdom 18 or higher
You possess keen observational skills, granting you a passive Insight score of 10. This allows automatic success on Insight skill checks with a DC of less than 10. At 24 Wisdom, this passive score increases to 15. At 30 Wisdom, this passive score increases to 18.
Wisdom 20 or higher
When making a Wisdom skill check, if you are at least proficient in a skill you can replace any rolled 1 with a 2.
Wisdom 24 or higher
You can reroll 1d6 on Wisdom skill checks and use the higher roll.
Constitution 28 or higher
You can add your Wisdom modifier to your Armor Class.
Constitution 30 or higher
You can add your Wisdom modifier to your Constitution skill checks, and do not roll Constitution skill checks with disadvantage due to lack of proficiency.
Gain mystical insight into a specific topic, location, or individual using magical knowledge. Additional skill checks or limitations may apply. DM Sets Difficulty Based On: Complexity of the inquiry, character's proficiency, clarity of information sought.
Awareness involves being attuned to one's surroundings, noticing details, and detecting potential threats or opportunities. Characters proficient in Awareness can quickly react to changes, anticipate danger, and spot hidden objects or creatures. The DM may call for Awareness checks to detect traps, sense non divine enemies, or notice changes in the environment.
Cooking involves preparing and crafting delicious meals. A successful Cooking check results in a tasty dish that can provide various benefits, such as healing, temporary buffs, or improved morale. Additionally:
Insight involves understanding the true intentions, emotions, or motivations of others. When successful, it provides valuable insights into a character's behavior or statements. Additionally:
Monster Knowledge involves detecting, identifying, and understanding the behavior of creatures in the environment. Characters proficient in Monster Knowledge can recognize signs of nearby monsters, interpret their intentions, and anticipate their actions. The DM sets the difficulty based on factors such as the creature's stealth, the character's knowledge of monster behavior, and environmental conditions.
The DM sets the difficulty for Nature checks, considering factors like terrain complexity, weather conditions, and the rarity of plants or creatures.
Tracking involves following the trail or signs left by creatures or objects. When attempting to track, make a skill check against a difficulty set by the DM, influenced by factors such as the freshness of the trail, the terrain, and weather conditions. While tracking:
Charisma skill checks are great for characters that focus primarily on likability or infamy.
A skill check requires an Action to use in combat unless otherwise specified.
Putting points into your Charisma score has quite a few benefits. Let's discuss why you might increase your Charisma and become an expert in Charisma skills.
Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Charisma modifier. A higher charisma score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.
Charisma 18 or higher
You possess innate social intuition, granting you a passive Etiquette score of 10. This allows automatic success on Etiquette skill checks with a DC of less than 10. At 24 Charisma, this passive score increases to 15. At 30 Charisma, this passive score increases to 18.
Charisma 20 or higher
When making a Charisma skill check, if you are at least proficient in any skill you can replace a rolled 1 with a 2.
Charisma 24 or higher
Allies within 30 feet of you gain a (PM) bonus to saving throws against frightened, fear, and charm effects.
Charisma 28 or higher
You can add half of your Charisma modifier to your hit points per level.
Charisma 30 or higher
Creatures subtract 3 from contested skill checks against you, and spell saves.
Assess belief and sincerity in yourself or others. Use it to inspire trust, detect deception, or evaluate promises. Checks involve discerning genuineness based on situation complexity and insight.
Trickery and deceit to achieve objectives. Use it to lie convincingly, disguise intentions, or mislead others. DM sets difficulty, often contested by Insight. Influenced by believability and perception.
Utilize charm, reputation, and persuasion to achieve goals. Tasks include changing minds, negotiating deals, or showing respect. Roll a Diplomacy check against a DM-set difficulty, influenced by the creature's disposition and situation.
Demonstrate or recognize proper social behavior and manners in various situations. Use it to show respect/disrespect, navigate formal settings, or interact effectively. Difficulty set by DM, influenced by social context and expectations.
Gain favor or manipulate others with excessive praise or compliments. Use it to ingratiate yourself, gain trust, or persuade others. Difficulty depends on the target's receptiveness and the believability.
Mimic another's behavior, speech, or appearance convincingly. Use it to deceive others, infiltrate enemy ranks, or gather information covertly. An Impersonation check is rolled against a difficulty set by the DM, influenced by observer scrutiny and portrayal accuracy.
Captivate an audience through performance or presentation. Use it to entertain a crowd, impress a noble, or sway opinions. Roll a Showmanship check against a difficulty set by the DM, influenced by audience receptiveness and performance quality.
In previous editions of Dungeons and Dragons they used 3 saving throws. Fortitude, Reflex, and Will saving throws rather than having each save be it's own category. This not only made characters less Multi Ability Dependent (MAD) but simplified creation. In Crusaders TTRPG, we decided that this is the best way to do it, but with a twist.
Saving throws are calculated for you, to update the scores to the correct scores click the circle after you finish inputting your Attribute scores. For proficiency you can click a circle next to a skill multiple times, the outer layer means 1/2 proficiency, full circle is proficiency, circle plus outer is expertise, and an empty circle means no proficiency. For saving throws you can only be proficient or not proficient, they are calculated as follows:
Fortitude Saving Throw: 2 + CON + CHA * .5
Reflex Saving Throw: 2 + STR + DEX * .5
Will Saving Throw: 2 +
INT + WIS * .5
Fortitude: 2 + CON + CHA * .5
A Fortitude saving throw is a roll made by a character to resist or endure certain effects that directly target their physical resilience and stamina. It is used to resist harmful effects such as poisons, diseases, environmental hazards, and other physical ailments that could potentially weaken or incapacitate the character.
This represents the character's combined physical strength and endurance, reflecting their ability to withstand physical challenges and shrug off harmful effects that target their body's resilience.
Fortitude: 2 + CON + CHA * .5
A Reflex saving throw is a roll made by a character to evade or dodge certain effects that require quick reflexes and agility. It is used to avoid traps, spells, and other sudden threats that target the character's ability to react swiftly and evade danger.
To calculate your Reflex saving throw score, you 2 + your Dexterity and Intelligence modifiers and divide the total by 2, rounding down. This represents the character's combined agility and awareness, reflecting their ability to react quickly and instinctively to sudden dangers and threats.
Fortitude: 2 + CON + CHA * .5
A Will saving throw is a roll made by a character to resist or overcome mental or magical effects that target their mind and willpower. It is used to resist spells, illusions, and other effects that attempt to manipulate or control the character's thoughts, emotions, or actions.
To calculate your Will saving throw score, you 2 + your Wisdom and Charisma modifiers and divide the total by 2, rounding down. This represents the character's combined mental fortitude and force of personality, reflecting their ability to resist mental influence and maintain control over their own thoughts and actions.
In Crusaders, characters and creatures can be more or less affected by certain types of damage, like from swords or magic spells. This is represented through "Resistance" and "Vulnerability." Imagine Resistance as armor that reduces damage, and Vulnerability as a weakness that increases it. We categorize these effects into tiers to show how strong the resistance or vulnerability is.
Stacking Resistance: If your character has more than one source of the same type of resistance (like two spells that give Minor Resistance to fire), these don't just add up. Instead, you move up to the next tier (from Minor to Lesser Resistance in this example).
Stacking Vulnerability: Similar to resistance, if you have more than one source of vulnerability to the same type of damage, you move up to the next level of vulnerability instead of adding the percentages together.
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Canceling Out Effects: If your character has both resistance and vulnerability to the same type of damage, they can cancel each other out or reduce the effect, depending on their levels. For example, if you have Minor Resistance and Minor Vulnerability to fire damage, they nullify each other, and you take normal damage. If the resistance is higher than the vulnerability, you retain a level of resistance equivalent to the difference.
Official answers to questions that may arise.
Encouraging teamwork is a fundamental aspect of the game, fostering collaboration among players to achieve common goals. For instance, players may opt to utilize their individual strengths by choosing between a Science or Nature check to study a plant, or an Etiquette check instead of an Insight check to discern if someone is behaving suspiciously. This approach empowers players to leverage their unique abilities and skillsets to tackle challenges effectively within the game's framework.
In our design philosophy, we prioritize player agency and encourage individual creativity in character creation. While we do not impose strict guidelines on character development, we emphasize the importance of considering the broader context of gameplay balance.
It is important to recognize that specializing in a particular aspect of gameplay may result in proficiency in that area, but could also lead to limitations or challenges in other areas. Characters who focus solely on one aspect, or strive for a "pure" build, may excel in their chosen field but may encounter difficulties or setbacks in other areas of gameplay.
We believe that a well-designed game experience encompasses a variety of challenges and opportunities, beyond simply excelling in specific skill checks. A balanced and immersive dungeon or setting provides opportunities for diverse gameplay experiences, including exploration, problem-solving, combat, and role-playing interactions. Our goal is to create a rich and dynamic game environment that encourages players to explore and engage with all aspects of the game world.
In our system, we prioritize the significance of player choices. To streamline the Dungeon Master's experience, we have simplified spell mechanics by allowing players to select their spell's damage type during character creation. This approach empowers players to tailor their characters to their preferred playstyle and thematic preferences from the outset.
In Dungeons & Dragons, the traditional perception check can sometimes disrupt immersion by relying solely on the roll of a die. As an alternative, the Dungeon Master (DM) can choose to directly inform players of relevant details based on their character's actions and behavior.
For instance, a character who carefully examines an object may make an Investigation check, allowing them to physically interact with the object and glean additional information beyond what is immediately apparent. Similarly, a character who senses a divine presence or seeks insight into mystical matters may make a Divination check, tapping into their connection with the divine or their knowledge of arcane lore.
Additionally, a Concentration check may be employed by characters who wish to focus their attention on specific details or areas that the DM has deliberately kept out of the initial description. This allows players to actively engage with the environment and uncover hidden clues or secrets that may have been overlooked.
By incorporating these alternative checks, players can maintain immersion in the game world while still engaging with their surroundings in a meaningful way, without solely relying on the randomness of a perception check.
Instead of concentration, casters employ channeling to maintain spells. While channeling, casters cannot cast additional spells, but they can still cast cantrips. If a caster initiates a new spell or action that is not an "On Hit" or cantrip while maintaining a spell, the ongoing spell immediately ends.
This distinction is particularly relevant when considering the martial spell list.
Any character can excel at memory-based checks by gaining expertise in the Memory skill. Even characters lacking high Intelligence can leverage exceptional memory skills through this proficiency, it's still an Intelligence skill. Discussing skill adjustments with the Dungeon Master to ensure the best fit for their character's abilities and enjoyment at the table, though it's not typically recommended to alter skill assignments, we don't want to ruin your table's fun solely for mechanical reasons.
If you would like to use magic to get yourself out of a situation you may not have an answer for spend 2 spell points and explain to the DM your plan for acheiving the task. They can ask you for a skill check, or just grant you the spell.
Spell point parlay are typically used in out of combat situations where you may not have a spell ready that can help you. Use roleplay spells from other TTRPG's to give you inspiration for magical ways to solve things.