Path of the Crashing Crusader in Abholos | World Anvil
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Path of the Crashing Crusader

A Barbarian Subclass

Using their powerful bodies as weapons, Path of Crashing Crusader barbarians launch themselves towards enemies, with a thunderous impact. These barbarians often are used to open gaps in shield walls on the battlefield, or to break through massive doors during sieges. When you become a crusader, you create a rallying standard which you carry into battle. This rallying standard can take the form of a flag worn over your shoulder, a flag post or idol mounted on your armor, a plume on your helmet, or a rune adorning a shield, pauldron or breastplate. The only rule that one must follow when creating a rallying standard is that it must be noticeable. This can mean that a flag or plume is brightly coloured, an idol or flag post must be made of vibrant and/or reflective material, and a rune must be large and contrast clearly against your armor or shield.  

Charge

  When you choose this path at 3rd level, whenever you move more than 10 feet, you can use your action to make a special unarmed strike, pushing your target with your shoulder. You deal 1d6 + your Strength modifier bludgeoning damage on a hit, and can try instantly shove the creature as a bonus action. Also, you gain proficiency with heavy armor and may rage while wearing heavy armor.  

Heralding Collider

Your rage inspires valour and might in your companions. When you select this primal path at 3rd level, friendly creatures within 10 feet of you add your rage damage bonus to the damage rolls of their melee weapon and unarmed attacks while you are raging. The area of effect for this feature increases to 15 feet by 10th level, and 20 feet by 14th level. Also, while raging, you can take the dash action action as a bonus action. Your movement doesn't provoke opportunity attacks. The first creature you hit after this action takes additional 1d6 bludgeoning damage and is shoved. You can choose to either push the creature or knock it prone. This damage increases to 1d8 at 5th level, 1d10 at 10th level, 1d12 at 15th level and 2d8 at 20th level.  

Call of the Standard

    Your presence is undeniable, and your rage is like a burning beacon. Starting at 6th level, while you are raging, hostile creatures within 10 feet of you must subtract your rage damage bonus from attack rolls targeting any creature other than you. The area of effect for this feature increases to 15 feet by 10th level, and 20 feet by 14th level. In addition, your movement now ignores nonmagical difficult terrain, and you can travel at any pace without negative consequences.  

Body Piercer

  Starting at 10th level, you can run like an arrow through your enemies, hitting all in an area. While raging, you can use your action to run 60 feet on a straight line. All creatures in that line take damage equal to your charge damage. In addition, you can use your bonus action to increase the range by 30 feet, and add your collision damage.    

Avatar of the Crusade

  Your rage grants you a great degree of command, and you may use your rage to empower your allies. Starting at 14th level, while raging, you may use your bonus action to exude an aura of might until the beginning of your next turn. While this effect is active, you and every friendly creature within 20 feet of you is resistant to all forms of damage. You may use this feature once per a single use of your rage.

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