![]() In other words, it doesn’t matter if you use your maneuvers or not-at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. The rest of your readied maneuvers are withheld, currently inaccessible. ![]() Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. As such, you do not control access to your readied maneuvers. ![]() Crusaders are unique among martial adepts, relying on f lashes of divine inspiration to use their martial maneuvers. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. ![]() You need not sleep or rest for any long period of time in order to ready your maneuvers any time you spend 5 minutes in prayer, you can change your readied maneuvers. The maneuvers you choose remain readied until you decide to pray again and change them. You ready maneuvers by praying for 5 minutes. Maneuvers Readied: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You can swap only a single maneuver at any given level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know you need not replace the old maneuver with a maneuver of the same level. In effect, you lose the old maneuver in exchange for the new one. Upon reaching 4th level, and at every even-numbered crusader level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn. You must meet a maneuver’s prerequisite to learn it. You learn additional maneuvers at higher levels, as shown on Table 1–1. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven. Maneuvers: You begin your career with knowledge of five martial maneuvers. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom ( Medicine) check, ending the effect of such wounds on it on a success.Weapon and Armor Proficiency: As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
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