When a character wants to attempt certain types of activities, such as sneaking past an enemy or impressing a crowd with an impromptu lute solo, they do a ‘skill check’, rolling a d20 and adding/subtracting any character- or circumstance-specific bonuses or penalties that may apply.
Characters have many opportunities to perform skill checks in Crusaders, which can have a powerful impact on their situation. Determining which skills your character excels at is an important part of creating any Crusaders character.
Using a skill check in combat is a core difference between Crusaders and other TTRPG's. Your skills can be used as a bonus action to make your turns feel more unique and grant your team an edge in combat. The M indicates that the skill check is a Melee skill check and the R means it can be used on a creature within 60 feet S means it can be used at melee or range and is usually a self buff of some sort. All skill checks can only be used on one creature per round so choose wisely.
M - Athletics: Strength or Dexterity
M - Animal Handling: Charisma or Strength
S - Arcana: Intelligence or Wisdom
M - Deception: Charisma or Intelligence
S - History: Charisma or Intelligence
S - Insight: Charisma or Wisdom
M - Investigation: Dexterity or Intelligence
S - Nature: Intelligence or Wisdom
M - Intimidation: Charisma or Strength
M - Medicine: Intelligence or Wisdom
S - Perception: Intelligence or Wisdom
S - Performance: Charisma or Dexterity
R - Persuasion: Charisma or Intelligence
S - Stealth: Dexterity or Intelligence
S - Sleight of Hand: Dexterity or Strength
S - Survival: Dexterity or Wisdom
M - Talent: DM chooses based on talent being performed
Spell Save DC is the number you need to roll over in order to successfully pass the skill check. For DC's that have a variable difficulty the low number is for minions, bruiser minions DC would be the average of the high or low for instance 5-30 would be 15, and the high number is for legendary creatures.
In Crusaders, skills have roles in combat as well. Different skill checks have different uses in combat. Find out which skill fits your character best below:
You choose the ability modifier used at the time of character creation.
However, the DM can call for a specific skill modifier on the check pending on the maneuver they are having you attempt.
Variant Rule:
On Crit, the player will roll another D20 and add that total to the roll resulting in the new total roll, regardless of the rolled number the NAT20 effect takes place.
For a crit failure the player rolls an additional d20 and subtracts the number from the 1 + Skill Modifier giving them a new value.
Skill checks are an essential component of character creation in Crusaders as they allow players to define their character's strengths and weaknesses. Skill checks, such as proficiency in athletics, perception, or persuasion, help determine how well a character can perform certain tasks, interact with the game world and other characters, and solve puzzles.
These checks also encourage players to develop their characters' backstories and personalities, providing a more immersive role-playing experience. Additionally, they allow the Dungeon Master to balance encounters and challenges based on the party's collective strengths and weaknesses, creating a more balanced and engaging gameplay experience for all.
Skills in combat either are contested checks, or have a flat DC to pass. The skill DC is equal to 10 + 2(PM).
This means that at level 1 your proficiency modifier is 2. So your DC to pass the skill check is 14.
Charisma or Strength
Animal Handling in Combat
Contested by creature's Athletics
Basic Pass:
You succeed on a grapple on the enemy, or make the maneuver you're attempting.
Basic Fail:
The manuever is unsuccessful, or you fail the maneuver you're attempting and are subject to the DM's fail idea for it.
Crit Failure Effect:
The character falls or loses their grip, becoming prone and losing their next attack.
Crit Effect:
The character's impressive display of strength not only succeeds but also surprises and intimidates their opponent, giving them advantage on their next attack.
Trackers have 2 additional uses of Animal Handling.
In combat you can make an Animal Handling check with disadvantage against the creature's Insight to tame it.
In combat you can make an Animal Handling check to let your pet make an attack as your free action.
Intelligence or Wisdom
Arcana in Combat
Basic Pass:
Your spell deals or heal max damage for one damage die of your choice.
Basic Fail:
Your spell's highest damage or healing die is reduced to minimum damage.
Crit Failure Effect:
The character may suffer backlash or negative consequences from the enhanced ability, such as adding the effects to the wrong target (including self), or dealing no damage or healing.
Crit Effect:
Your spell deals max damage for all of their spell's damage or healing die.
Concealing A Spell:
A character with high Arcana could attempt to conceal the casting of a spell, making it harder for enemies to identify and counteract.
Success would mean the spell is successfully cast without being detected, while failure could result in the character being caught allowing for a contested Arcana check to counter the spell entirely.
Strength or Dexterity
Athletics in Combat
Basic Pass:
You can dash as part of the skill check.
Basic Fail:
You move at normal movement speed.
Crit Failure Effect:
The character falls or loses their grip, becoming prone and losing their next attack.
Crit Effect:
You dash as part of the skill check, and gain hasted movement without suffering exhaustion for 3 rounds.
Charisma or Intelligence
Deception in Combat
Contested by creature's Insight
Basic Pass:
Their attacks against YOU have +3, but all attacks against them also have +3 until the start of your next turn.
Basic Fail:
The enemy gains proficiency bonus armor and saving throws until the end of their next turn.
Crit Failure Effect:
The enemy gains 3 + proficiency bonus armor and saving throws until the end of their next turn.
Crit Effect:
The creature is taunted.
Charisma or Intelligence
History in Combat
Basic Pass:
Choose an ally within 60 feet of you, their next attack and skill check gain a bonus equal to your proficiency modifier.
Basic Fail:
Choose an ally within 60 feet of you. They are momentarily distracted or confused by the information, imposing a penalty on their next attack roll or skill check equal to your proficiency modifier.
Crit Failure Effect:
Choose an ally within 60 feet of you. They are significantly misled by the erroneous information. Their next attack automatically misses, or they suffer a critical failure on their next skill check.
Crit Effect:
Choose an ally within 60 feet of you. They are deeply inspired by the tale or tactic you've shared. Their next attack automatically scores a critical hit, or they gain a critical success on their next skill check.
Monsters can use a history check to reassess a battle. On success they can disengage as part of the skill check.
If your History modifier is above 15 you gain the following abilities:
You can accurately recall anything you have seen or heard within the past month.
Your DM can choose to automatically grant you lore about a creature often told of in fables.
You know who all of the key political figures are, at least by name.
Charisma or Wisdom
Insight in Combat
Basic Pass:
Gain a bonus to AC equal to your proficiency modifier against the next attack targeting you.
Basic Fail:
Gain a penalty to AC equal to your proficiency modifier against the next attack targeting you.
Crit Failure:
The next attack against you is an automatic hit.
Crit Success:
Gain a bonus to AC equal to your proficiency modifier until the start of your next turn.
These effects apply on contested skill checks.
Charisma or Strength
Intimidation in Combat:
Contested by creature's Insight.
Basic Pass:
You successfully intimidate the opponent, allowing you to add +5 damage to your next attack damage roll.
Basic Fail:
You fail intimidate your opponent, your next attack roll has -3.
Crit Failure Effect:
You fail intimidate your opponent, your attack rolls have -3 until the start of your next turn.
Crit Effect:
You successfully intimidate the opponent, allowing you to add +5 damage to your attack damage rolls, and you have advantage on all attack rolls until the start of your next turn.
Dexterity or Intelligence
Investigation in Combat
Basic Pass:
Your next attack against them has a bonus equal to your proficiency modifier.
Basic Fail:
Your next attack against them has a penalty equal to your proficiency modifier.
Crit Failure Effect:
Your next attack against them has a penalty equal to 2 x your proficiency modifier.
Crit Effect:
Your next attack against them has a bonus equal to your 2 x your proficiency modifier.
Intelligence or Wisdom
Medicine in Combat
Basic Pass:
Heal yourself or an ally for 1d4 + your level hit points.
Basic Fail:
Mistaken treatment causes 1d4 + your level damage.
Crit Failure Effect:
Mistaken treatment causes 2d8 + your level damage.
Crit Effect:
Heal yourself or an ally for 2d8 + your level hit points.
Intelligence or Wisdom
Nature in Combat
Basic Pass:
You gain 1 level of resistance to all damage until the start of your next turn.
Basic Fail:
You gain 1 level of vulnerability to all damage until the start of your next turn.
Crit Failure Effect:
You gain 3 levels of vulnerability to all damage until the start of your next turn.
Crit Effect:
You gain 3 levels of resistance to all damage until the start of your next turn.
If your Nature score is over 15 you gain the following abilities:
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
Your character can accurately recall information about directions given to you by an NPC or Player even if you the player forgot.
Intelligence or Wisdom
Perception in Combat
Basic Pass:
You gain a bonus to attack rolls equal to 1d4 until the start of your next turn.
Basic Fail:
You gain a penalty to attack rolls equal to 1d4 until the start of your next turn.
Crit Failure Effect:
You gain a penalty to attack rolls equal to 1d4 and you cannot critically succeed until the start of your next turn.
Crit Effect:
Your critical roll for skills and attacks is reduced by 1, and your attack rolls gain 1d4 until the end of your next turn.
Performance in Combat
Basic Pass:
Allies within 15 feet of you gain a number of temporary hit points equal to half of your performance roll.
Basic Fail:
You lose your next free action.
Crit Failure Effect:
Allies within 15 feet of you are stunned.
Crit Effect:
Allies within 15 feet of you gain a number of temporary hit points equal to your performance roll. Enemies within 60 feet of you are Dazed.
Charisma or Intelligence
Persuasion in Combat:
Contested by creature's Insight
Basic Pass:
The target has a penalty to attack rolls equal to your proficiency modifier until the start of your next turn.
Basic Fail:
The target has a bonus to attack rolls equal to your proficiency modifier until the start of your next turn.
Crit Failure Effect:
The target has a bonus to attack rolls equal to 2 x your proficiency modifier until the start of your next turn.
Crit Effect:
The target has a penalty to attack rolls equal to 2 x your proficiency modifier until the start of your next turn.
Dexterity or Strength
Sleight of Hand in Combat
Contested by Perception.
Basic Pass:
You can make an attack with a weapon as a bonus action.
Basic Fail:
You don't get the bonus attack, and lose your bonus action.
Crit Failure Effect:
Your offhanded weapon drops to the ground, requiring a successful sleight of hand to retrieve.
Crit Effect:
You not only draw the weapon discreetly but also strike with such surprise that your attack deals an additional 2d6.
Dexterity or Intelligence
Stealth in Combat
Contested by Perception
Basic Pass:
Your attack deals an additional 2d6 damage.
Basic Fail:
Your attack roll suffers a -5 penalty.
Crit Failure Effect:
Your attack roll automatically misses regardless of the roll.
Crit Effect:
Your attack deals an additional 6d6 damage.
Dexterity or Wisdom
Survival in Combat
Basic Pass:
You gain a bonus to saving throws and skill checks equal to your proficiency modifier until the end of your next turn.
Basic Fail:
You gain a penalty to saving throws and skill checks equal to your proficiency modifier until the end of your next turn.
Crit Failure Effect:
You gain a penalty to saving throws and skill checks equal to 2 x your proficiency modifier until the end of your next turn.
Crit Effect:
You gain a bonus to saving throws and skill checks equal to 2 x your proficiency modifier until the end of your next turn.
A Talent skill check represents the use of a specific talent or expertise possessed by a character. When attempting a Talent skill check, the player declares the talent they wish to employ, such as lockpicking, cooking, brewing, or picking a lock. The DC below is assuming the task is not hard for instance picking an arcane lock would be significantly harder than a standard door lock even for a skilled thief. In this event the DM must declare the new DC and the player must wait to hear the DC before making the roll or they must reroll for better or for worse.
If you pass the DC you succeed on the task that required the task, critical failures result in the tools used to be broken and require a bonus action to fix. Regular failures on a talent check result in a 3 round cooldown, or to fix your tools as a bonus action before the talent can be used again. All classes have an adventurer's kit in which they can pull items from as they need them, however their talent level determines how skilled they are with them.
Talent in Combat
A player or monster can use the Talent skill to enhance their combat prowess.
Tool attacks do apply on hit modifiers.
Spell Point Parlay: A player can wager 2 spell points to do a roleplaying spell, special move, or unique spell that doesn't exist but is needed for a cinematic moment. The DM sets the DC and the damage (if applicable) for the spell. If they fail they lose the spell points.
Roleplaying is a scene comprising of 3 rounds in which players use skills as a team to achieve a goal. Describe what your character is doing, and how they are utilizing the skill to achieve the goal. DM's can reward innovation with DM inspiration granting the player a higher chance at success.
You can only use a skill once per player per roleplaying scene.
During a roleplay scene you have the following options:
If a roleplaying scene is interrupted by a combat, the scene continues where it left off. Example player triggers a mimic in a dungeon on round 2 of a skill challenge, the players finish combat with the mimic, finish round 2 and start round 3 of the scene's roleplaying scene.
If a player refuses to make a skill check on their turn they automatically fail that skill for the team.
Roleplaying scenes have four outcomes:
A skill is a DC 14 + "2xPM" Proficiency Modifier, and a player cannot use the same skill twice in one roleplay scene.
Players | Epic Failure | Failure | Success | Epic Success |
---|---|---|---|---|
3 | 1 | 2 | 3-8 | 9 |
4 | 1-2 | 3-4 | 5-10 | 11-12 |
5 | 1-3 | 4-6 | 7-13 | 14-15 |
6 | 1-4 | 5-8 | 9-16 | 17-18 |
Crowd Control effects are listed below.
The blinded condition has the following effects:
The charmed condition has the following effects:
The Deafened condition has the following effects:
The dazed condition has the following effects:
Exhaustion has 10 stages, a creature can remove 1 level of Exhaustion at the end of a short rest, and 3 levels after a long rest. A DM can choose to end all exhaustion as they wish.
Each level of exhaustion maintains the effects of the past level gaining a new effect. The Exhaustion level effects are as followed:
The feared condition has the following effects:
The Frightened condition has the following effects:
The grappled condition has the following effects: (Requires 2 free hands)
You can find more rules in the Grappling section of the rules page.
Restrained: While grappled, the creature's speed becomes 0, and they cannot cast somatic spells.
The incapacitated condition has the following effects:
The Paralyzed condition has the following effects:
The Petrified condition has the following effects:
The Poisoned condition has the following effects:
The Prone condition has the following effects:
Sleeping creatures wake up at the start of their turn, on the ground.
The Sleep condition has the following effects:
The Slowed condition has the following effects:
The Stunned condition has the following effects:
The Taunted condition has the following effects:
Unconscious creatures can make a DC10 + 2xPM "Proficiency Modifier" CON saving throw at the start of their turn to regain consciousness.
The Unconscious condition has the following effects:
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.