Crusader Of Ravens Image
Prerequisite: Level 4 or Higher
 

Through creating a pact with the Matron of Ravens, you have gained a number of special abilities.

Increase 1 ability score by 1 to a maximum of 20

Raven's Strength- You are treated as 1 size category larger for the purpose of carry capacity, and for push, drag, and lift.

Raven's Skill- Choose 1 skill you have proficiency in you now have Expertise in that skill.

Raven's Resistance- You know the Raven's Ward cantrip and can cast Matron's Protection once per long rest without using a spell slot.

Raven's Barrage- If you have the extra attack feature you can use a cantrip that has a casting time of 1 action in place 1 of the attacks.  Also if you use an action to cast a cantrip you can make an additional attack as a bonus action.

Raven's Constitution-  You have advantage on constitution saving throws to maintain concentration on a spell.

Raven's Crusade- You have learned an ancient martial art and gained access to a number of techniques for use in battle.  You now gain an initiator level these levels are for determining the potency of certain effects.  Your initiator level is equal to your character level.

Furious Counterstrike-Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This abilities benefits last until the end of your turn.

Delayed damage pool points/ Furious Counterstrike Bonus
1-9 +1
10-14 +2
15-19 +3
20-24 +4
25-29 +5
30+ +6

Steely Resolve 15-Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals are added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as stun and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a constitution save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.

Zealous Surge-Zealous Surge (Ex): Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once long rest you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.

Disciplines Known- are from the Devoted spirit, Stone Dragon, Narrow Bridge and White Raven  disciplines

Stances- You gain a number of stances equal to half your proficiency modifier +1.  These stances are activated as a bonus action.  You can change 1 stance when you gain a new level.

Maneuvers- You know a number of maneuvers equal to twice your proficiency modifier.  After a long rest, by spending 5 minutes in practice, you can change out 1 maneuver for another.

Maneuver Points- you have 6 maneuver points that you can use that refresh at the start of any battle. You can also spend your action, movement, and bonus action to refresh 1d4+1 MP, you can only use this feature once per battle.

Crusader Of Ravens Image

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