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Crusader
Class Group: Priest
Crusader
Source: Player's Option: Spells & Magic: Crusader (POSM)
Ability Score
Requirements:
Wisdom 9
Strength 12
Charisma 12
Prime Requisite: Wisdom, Strength
Races Allowed: Human, Dwarf, Elf
Alignment Allowed: Lawful or Chaotic (not neutral evil, neutral good, or true neutral)
Crusader Spell Slots per Spell Level
Level XP needed Hit
Dice
(d8)
THAC0 1 2 3 4 5 6* 7**
1 0 1 20 1
2 1,500 2 19 2
3 3,000 3 18 2 1
4 6,000 4 17 3 2
5 13,000 5 16 3 3 1
6 27,500 6 15 3 3 2
7 55,000 7 14 3 3 2 1
8 110,000 8 13 3 3 3 2
9 225,000 9 12 4 4 3 2 1
10 450,000 9+2 11 4 4 3 3 2
11 675,000 9+4 10 5 4 4 3 2 1
12 900,000 9+6 9 6 5 5 3 2 2
13 1,125,000 9+8 8 6 6 6 4 2 2
14 1,350,000 9+10 7 6 6 6 5 3 2 1
15 1,575,000 9+12 6 6 6 6 6 4 2 1
16 1,800,000 9+14 5 7 7 7 6 4 3 1
17 2,025,000 9+16 4 7 7 7 7 5 3 2
18 2,250,000 9+18 3 8 8 8 8 6 4 2
19 2,475,000 9+20 2 9 9 8 8 6 4 2
20 2,700,000 9+22 1 9 9 9 8 7 5 2
* Usable only by crusaders with 17 or greater Wisdom.
** Usable only by crusaders with 18 or greater Wisdom.

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +2 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Starting Equipment[]

  • 3d6 × 10 gp (to be used to buy equipment)
    • Can use their initial funds only to purchase equipment and goods.
    • Only keep at most 2 or 3 gold of starting money, rest is given back to superiors
    • Clerics cannot lend any of their initial funds to other characters.

Equipment[]

  • Armor: Any Armor
  • Weapons: Any Weapon (certain orders may have preferences)
  • Magic Items: They may use any magical item normally usable by priests or by fighters.
    • The DM may allow a lawful good crusader may gain the same benefits as a paladin when wielding a holy avenger sword.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 4 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General, Warrior and Priest categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts with 2 Weapon Proficiency
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • -3 Penalty to Attack Roll if using Non-Proficient Weapon

Player's Option: Combat & Tactics

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Priests know the "Single Weapon", "Two-handed Weapon", "Weapon and Shield", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A priest may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Spellcasting[]

Crusaders have access to a number of spheres of spells to cast. Chaotic and Lawful Crusaders gain an addition sphere each on top of the regular list.

  • Major Spheres: All, Combat, Guardian, Healing, War, and Wards
  • Minor Spheres: Necromantic and Protection

Lawful Crusaders in addition get:

  • Major Spheres: Law

Chaotic Crusaders in addition get:

  • Major Spheres: Chaos

A crusader cannot turn undead.

Lighten Load & Easy March[]

At 3rd level, once per day, the Crusader gain the granted power to cast lighten load once per day.

At 7th level, once per week, the Crusader may cast easy march.

Strongholds & Followers[]

When the crusader reaches 8th level, they automatically attracts 20 to 200 fanatical followers. These followers are normal 0-level soldiers, armed and equipped with weapons appropriate for typical soldiers in the campaign.

Unlike the cleric, the crusader does not need to establish a permanent place of worship to attract these followers. Since they are a great battle leader, the soldiers will serve them as a free-roving company if no stronghold is available.

At 9th level, a crusader may receive official sanction to establish a religious stronghold or fortified temple.

Saving Throws[]

Crusader Saving Throws
Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d8 HP
  • Starting funds: 3d6 × 10 gp (have to spent or give up all except 2-3 gp)
  • 4 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots

Leveling up[]

At level up:

  • Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
  • Improve THAC0 by one.
  • Check "Crusader Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • Check top table to see what current spell slots are available.
  • If new Spell Level is achieved, add spells from available spheres.
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