1
Homebrew and House Rules (D&D) / [ACF] Miscellaneous Tome of Battle Alternative Class Features
« on: March 09, 2024, 07:05:05 PM »
Miscellaneous Tome of Battle Alternative Class Features
On a whim (about a decade ago), I jotted up three ACFs for each of the three ToB base classes in the 1001 homebrew ideas thread. I got inspired again and added another three per class this week.
Crusader
Swordsage
Warblade
Change Log
In Progress, Deprecated, and Removed
Crusader
Swordsage
Warblade
On a whim (about a decade ago), I jotted up three ACFs for each of the three ToB base classes in the 1001 homebrew ideas thread. I got inspired again and added another three per class this week.
Crusader
(click to show/hide)
Furious Assault
Level: 1st
Gains: You can voluntarily lose some of your hit points, up to a maximum of 1 + 1 per 4 crusader levels, as part of making an attack to gain an equal bonus on all attack and weapon damage rolls made as part of that attack. You cannot give up more hit points than you have, so you cannot reduce yourself to less than 0 hit points this way. This loss of hit points is not damage, and so does not interact with abilities and effects that modify damage taken, such as damage reduction and the shield other spell.
Loses: Steely Resolve, Furious Counterstrike
Indomitable Endurance
Level: 2nd
Gains: You gain a bonus equal to 2x your Charisma bonus (minimum +0) to your hit points when determining whether or not you are dead or are rendered unconscious due to nonlethal damage. Similarly, you are staggered while your nonlethal damage is equal to your hit points but less than your hit points plus this bonus, rather than only when your nonlethal damage is exactly equal to your hit points. You are still disabled or dying at 0 or negative hit points; this bonus does not apply towards preventing those conditions. Effectively, this means that you don't die until your hit points are less than or equal to -10 minus twice your Charisma bonus and you don't fall unconscious until your nonlethal damage is greater than or equal to your remaining hit points plus twice your Charisma bonus. If you are not a living creature and are destroyed when your hit points reach a certain negative amount, rather than 0, this bonus also applies to your hit points when determining whether or not you are destroyed.
Loses: Indomitable Soul
Narrow Inspiration
Level: 1st
Gains: When you ready your maneuvers, choose one of them to be a guaranteed granted maneuver. Whenever you would be randomly granted one or more maneuvers while the chosen maneuver is withheld, one of them is guaranteed to be the chosen maneuver if possible. (If you have enough withheld guaranteed granted maneuvers that could be granted that they outnumber the number of maneuvers you are to be randomly granted, you choose which maneuvers you are granted from among the guaranteed granted maneuvers.)
Loses: You begin each encounter with one fewer granted maneuver.
Redoubled Passion
Level: 6th
Gains: Once per day as a free action, you can recover all of your crusader maneuvers, determining granted maneuvers anew as though at the start of an encounter. At 18th level, you can use this ability a second time each day.
Loses: Smite
Steely Defense
Level: 1st
Gains: While you have at least 1 point of damage in your delayed damage pool, you gain DR /- equal to 1/5 the damage in your delayed damage pool, a minimum of 1 and a maximum of 1 + 1 per 4 crusader levels.
Loses: Furious Counterstrike
Zealous Inspiration
Level: 3rd
Gains: A free action once per encounter, you can redetermine your granted maneuvers. All of your unexpended granted crusader maneuvers become withheld, then you randomly select a number of withheld crusader maneuvers to become granted equal to the number of granted maneuvers that became withheld this way.
Loses: Zealous Surge
Level: 1st
Gains: You can voluntarily lose some of your hit points, up to a maximum of 1 + 1 per 4 crusader levels, as part of making an attack to gain an equal bonus on all attack and weapon damage rolls made as part of that attack. You cannot give up more hit points than you have, so you cannot reduce yourself to less than 0 hit points this way. This loss of hit points is not damage, and so does not interact with abilities and effects that modify damage taken, such as damage reduction and the shield other spell.
Loses: Steely Resolve, Furious Counterstrike
Indomitable Endurance
Level: 2nd
Gains: You gain a bonus equal to 2x your Charisma bonus (minimum +0) to your hit points when determining whether or not you are dead or are rendered unconscious due to nonlethal damage. Similarly, you are staggered while your nonlethal damage is equal to your hit points but less than your hit points plus this bonus, rather than only when your nonlethal damage is exactly equal to your hit points. You are still disabled or dying at 0 or negative hit points; this bonus does not apply towards preventing those conditions. Effectively, this means that you don't die until your hit points are less than or equal to -10 minus twice your Charisma bonus and you don't fall unconscious until your nonlethal damage is greater than or equal to your remaining hit points plus twice your Charisma bonus. If you are not a living creature and are destroyed when your hit points reach a certain negative amount, rather than 0, this bonus also applies to your hit points when determining whether or not you are destroyed.
Loses: Indomitable Soul
Narrow Inspiration
Level: 1st
Gains: When you ready your maneuvers, choose one of them to be a guaranteed granted maneuver. Whenever you would be randomly granted one or more maneuvers while the chosen maneuver is withheld, one of them is guaranteed to be the chosen maneuver if possible. (If you have enough withheld guaranteed granted maneuvers that could be granted that they outnumber the number of maneuvers you are to be randomly granted, you choose which maneuvers you are granted from among the guaranteed granted maneuvers.)
Loses: You begin each encounter with one fewer granted maneuver.
Redoubled Passion
Level: 6th
Gains: Once per day as a free action, you can recover all of your crusader maneuvers, determining granted maneuvers anew as though at the start of an encounter. At 18th level, you can use this ability a second time each day.
Loses: Smite
Steely Defense
Level: 1st
Gains: While you have at least 1 point of damage in your delayed damage pool, you gain DR /- equal to 1/5 the damage in your delayed damage pool, a minimum of 1 and a maximum of 1 + 1 per 4 crusader levels.
Loses: Furious Counterstrike
Zealous Inspiration
Level: 3rd
Gains: A free action once per encounter, you can redetermine your granted maneuvers. All of your unexpended granted crusader maneuvers become withheld, then you randomly select a number of withheld crusader maneuvers to become granted equal to the number of granted maneuvers that became withheld this way.
Loses: Zealous Surge
Swordsage
(click to show/hide)
Armored Sage
Level: 1st
Gains: Your swordsage HD increases from d8 to d10 and you gain proficiency with shields (other than tower shields). At 2nd level, you gain proficiency with medium armor, and you can treat medium armor as light armor instead when determining your movement and which class features you can use, where beneficial. At 10th level, you gain proficiency with heavy armor, and you can treat heavy armor as light or medium armor instead when determining your movement and which class features you can use, where beneficial.
Loses: Quick to Act, AC Bonus
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your light armor proficiency.
Ascetic Swordsage
Level: 2nd
Gains: Your AC Bonus ability grants a +2 armor bonus to your Armor Class in addition to its normal effects. This armor bonus increases by 1 at 4th level and every 4 levels thereafter.
Loses: Your AC Bonus ability only applies while you are unarmored, instead of while wearing light armor. You do not gain proficiency with light armor.
Special: You can combine this alternative class feature with the Unarmed Swordsage variant, despite it also removing your light armor proficiency.
Desert Wanderer
Level: 1st
Gains: Survival is a swordsage class skill for you. You gain desert (temperate or warm) as a favored environment (as per the ranger variant's class feature), granting you a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment and on Knowledge (nature) checks made in association with that environment. Your favored environment bonus with this environment improves by 2 (to +4) at 5th level, and again every 5 levels thereafter. When you initiate a Desert Wind strike that adds additional fire damage to your attacks or that deals fire damage by itself, you gain a bonus to this fire damage equal to half your desert (temperate or warm) bonus. If you initiate the maneuver while in such an environment, you instead add you full environment bonus to the fire damage.
Loses: Quick to Act
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your access to the Desert Wind discipline.
Discipline Specialization
Level: 1st
Gains: Choose a martial discipline available to you as a Swordsage. You specialize in using that discipline's maneuvers. You gain an extra maneuver readied, which must be a maneuver from your specialized discipline, at levels 1, 8, and 16. You gain a +2 bonus on Martial Lore checks related to your specialized discipline. You can recover an expended maneuver of your choice from your specialized discipline as a swift action, or all expended maneuvers from your specialized discipline as a standard action.
Loses: You lose access to any two Swordsage disciplines of your choice, other than your specialized discipline. In addition, you do not gain the second instances of Discipline Focus (insightful strike and defensive stance) at levels 12 and 16, and the ones at levels 1, 4, and 8 must be with your specialized discipline. Your stance and at least one maneuver at 1st level must come from your specialized discipline, and when you learn a new maneuver from attaining an even-numbered Swordsage level, at least one maneuver learned must come from your specialized discipline.
Penning The Sword
Level: 3rd
Gains: You gain Scribe Martial Script as a bonus feat at 3rd level. You can scribe a martial script of a maneuver you do not know by making a successful Martial Lore check. The DC is 15 + 2x the maneuver's level if you meet the maneuver's prerequisites. The DC is 20 + 2x the maneuver's level if you know a maneuver from the same discipline but don't meet the maneuver's prerequisites. The DC is 25 + 2x the maneuver's level otherwise. An unknown maneuver you scribe this way must be at least one level lower than the highest-level maneuver you can learn. You make the Martial Lore check only at the end of crafting. If you fail the Martial Lore check, the crafting fails and you waste 1/3 of the raw materials used to craft the script (1/6 of its market price), but you do not spend any XP and can recover and reuse the remainder of the raw materials.
Beginning at 6th level, scribing a martial script costs you half as much xp as normal. You must spend 1/50 of a script's market price in XP to craft it, rather than 1/25.
Beginning at 10th level, you can scribe martial scripts twice as fast as normal. Scribing a martial script takes you one day for each 2000 gp of its market price, rather than for each 1000 gp. Additionally, if you finish crafting a martial script that takes you less than one full day's crafting progress to complete, you can begin crafting a second martial script in the same day, applying the remainder of the day's progress towards its completion. You can only begin crafting one extra martial script per day this way; if you finish the second script in the same day, this ability does not allow you to begin crafting a third.
Beginning at 14th level, scribing a martial script costs you half as much raw materials as normal. You must use materials costing 1/4 of a script's market price to craft it, rather than 1/2. If you fail your Martial Lore check to scribe an unknown maneuver, you no longer waste any of the raw materials.
Beginning at 18th level, you can scribe martial scripts five times as fast as normal. Scribing a martial script takes you one day for each 5000 gp of its market price, rather than for each 2000 gp. You can begin crafting any number of martial scripts in the same day, rather than only one additional script.
Loses: You do not gain an extra maneuver readied at level 3. You do not gain an additional maneuver known at levels 6, 10, 14, and 18.
Quick to Kill
Level: 1st
Gains: You gain a +2 bonus on weapon damage rolls against flat-footed creatures. This bonus increases by 2 at 5th level and at every 5 levels thereafter.
Loses: Discipline Focus
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your Quick to Act ability.
Level: 1st
Gains: Your swordsage HD increases from d8 to d10 and you gain proficiency with shields (other than tower shields). At 2nd level, you gain proficiency with medium armor, and you can treat medium armor as light armor instead when determining your movement and which class features you can use, where beneficial. At 10th level, you gain proficiency with heavy armor, and you can treat heavy armor as light or medium armor instead when determining your movement and which class features you can use, where beneficial.
Loses: Quick to Act, AC Bonus
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your light armor proficiency.
Ascetic Swordsage
Level: 2nd
Gains: Your AC Bonus ability grants a +2 armor bonus to your Armor Class in addition to its normal effects. This armor bonus increases by 1 at 4th level and every 4 levels thereafter.
Loses: Your AC Bonus ability only applies while you are unarmored, instead of while wearing light armor. You do not gain proficiency with light armor.
Special: You can combine this alternative class feature with the Unarmed Swordsage variant, despite it also removing your light armor proficiency.
Desert Wanderer
Level: 1st
Gains: Survival is a swordsage class skill for you. You gain desert (temperate or warm) as a favored environment (as per the ranger variant's class feature), granting you a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment and on Knowledge (nature) checks made in association with that environment. Your favored environment bonus with this environment improves by 2 (to +4) at 5th level, and again every 5 levels thereafter. When you initiate a Desert Wind strike that adds additional fire damage to your attacks or that deals fire damage by itself, you gain a bonus to this fire damage equal to half your desert (temperate or warm) bonus. If you initiate the maneuver while in such an environment, you instead add you full environment bonus to the fire damage.
Loses: Quick to Act
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your access to the Desert Wind discipline.
Discipline Specialization
Level: 1st
Gains: Choose a martial discipline available to you as a Swordsage. You specialize in using that discipline's maneuvers. You gain an extra maneuver readied, which must be a maneuver from your specialized discipline, at levels 1, 8, and 16. You gain a +2 bonus on Martial Lore checks related to your specialized discipline. You can recover an expended maneuver of your choice from your specialized discipline as a swift action, or all expended maneuvers from your specialized discipline as a standard action.
Loses: You lose access to any two Swordsage disciplines of your choice, other than your specialized discipline. In addition, you do not gain the second instances of Discipline Focus (insightful strike and defensive stance) at levels 12 and 16, and the ones at levels 1, 4, and 8 must be with your specialized discipline. Your stance and at least one maneuver at 1st level must come from your specialized discipline, and when you learn a new maneuver from attaining an even-numbered Swordsage level, at least one maneuver learned must come from your specialized discipline.
Penning The Sword
Level: 3rd
Gains: You gain Scribe Martial Script as a bonus feat at 3rd level. You can scribe a martial script of a maneuver you do not know by making a successful Martial Lore check. The DC is 15 + 2x the maneuver's level if you meet the maneuver's prerequisites. The DC is 20 + 2x the maneuver's level if you know a maneuver from the same discipline but don't meet the maneuver's prerequisites. The DC is 25 + 2x the maneuver's level otherwise. An unknown maneuver you scribe this way must be at least one level lower than the highest-level maneuver you can learn. You make the Martial Lore check only at the end of crafting. If you fail the Martial Lore check, the crafting fails and you waste 1/3 of the raw materials used to craft the script (1/6 of its market price), but you do not spend any XP and can recover and reuse the remainder of the raw materials.
Beginning at 6th level, scribing a martial script costs you half as much xp as normal. You must spend 1/50 of a script's market price in XP to craft it, rather than 1/25.
Beginning at 10th level, you can scribe martial scripts twice as fast as normal. Scribing a martial script takes you one day for each 2000 gp of its market price, rather than for each 1000 gp. Additionally, if you finish crafting a martial script that takes you less than one full day's crafting progress to complete, you can begin crafting a second martial script in the same day, applying the remainder of the day's progress towards its completion. You can only begin crafting one extra martial script per day this way; if you finish the second script in the same day, this ability does not allow you to begin crafting a third.
Beginning at 14th level, scribing a martial script costs you half as much raw materials as normal. You must use materials costing 1/4 of a script's market price to craft it, rather than 1/2. If you fail your Martial Lore check to scribe an unknown maneuver, you no longer waste any of the raw materials.
Beginning at 18th level, you can scribe martial scripts five times as fast as normal. Scribing a martial script takes you one day for each 5000 gp of its market price, rather than for each 2000 gp. You can begin crafting any number of martial scripts in the same day, rather than only one additional script.
Loses: You do not gain an extra maneuver readied at level 3. You do not gain an additional maneuver known at levels 6, 10, 14, and 18.
Quick to Kill
Level: 1st
Gains: You gain a +2 bonus on weapon damage rolls against flat-footed creatures. This bonus increases by 2 at 5th level and at every 5 levels thereafter.
Loses: Discipline Focus
Special: You cannot combine this alternative class feature with other swordsage variants and alternative class features that remove your Quick to Act ability.
Warblade
(click to show/hide)
Battlefield Commander
Level: 1st
Gains: You can learn and project minor auras similar to a marshal of your class level, using your Intelligence modifier in place of your Charisma modifier. You know 2 minor auras at 1st level and learn a new one at each of 3rd, 7th, 11th, 15th, and 20th level.
Loses: You do not gain any of the Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class features. In addition, you know and can ready one fewer maneuver than normal.
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the White Raven discipline.
Glory Seeker
Level: 1st
Gains: Perform (weapon drill) is a warblade class skill for you. You can use your Intelligence modifier in place of your Charisma modifier on all Diplomacy, Intimidate, and Perform (weapon drill) checks.
Loses: Weapon Aptitude
Instinctive Combatant
Level: 1st
Gains: Your Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery abilities use your Charisma in place of your Intelligence when determining their effects.
Iron Body Training
Level: 1st
Gains: You gain an armor bonus to your Armor Class equal to the lesser of your Strength bonus and your Intelligence bonus. While you are in an Iron Heart stance or have initiated an Iron Heart maneuver since the beginning of previous turn, this armor bonus increases by the level of the highest-level Iron Heart maneuver or stance you know. This armor bonus does not apply while you are helpless.
Loses: Light and medium armor proficiency
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the Iron Heart discipline or that grant you heavy armor proficiency.
Second Wind
Level: 2nd
Gains: Each day, you can heal a number of hit points equal to 2x your warblade level. You can divide this healing as you choose among multiple uses. Activating this ability is a standard action, or a free action if you recovered one or more maneuvers earlier in the same turn. Beginning at 6th level, you can use this ability even when you would normally be prevented from taking actions, and whenever you spend at least 5 points of your allotment of healing (regardless of whether or not you need that full amount of healing), you can also either remove one of the fatigued or sickened conditions from yourself or heal 1 point of ability damage to one of your ability scores per 5 points spent. If you spend at least 10 points of your healing allotment, you can also select from the exhausted or nauseated conditions to remove.
Loses: Uncanny Dodge, Improved Uncanny Dodge
Healing Surges Variant
Uncanny Warcraft
Level: 2nd
Gains: Once per day as a free action, you can change one of your readied, unexpended warblade maneuvers, replacing it with another unreadied warblade maneuver you know. The new maneuver is unexpended and is available for use immediately. It remains readied until you change it. Starting at 6th level, you can instead use this ability once every five minutes.
Loses: Uncanny Dodge, Improved Uncanny Dodge
Level: 1st
Gains: You can learn and project minor auras similar to a marshal of your class level, using your Intelligence modifier in place of your Charisma modifier. You know 2 minor auras at 1st level and learn a new one at each of 3rd, 7th, 11th, 15th, and 20th level.
Loses: You do not gain any of the Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class features. In addition, you know and can ready one fewer maneuver than normal.
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the White Raven discipline.
Glory Seeker
Level: 1st
Gains: Perform (weapon drill) is a warblade class skill for you. You can use your Intelligence modifier in place of your Charisma modifier on all Diplomacy, Intimidate, and Perform (weapon drill) checks.
Loses: Weapon Aptitude
Instinctive Combatant
Level: 1st
Gains: Your Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery abilities use your Charisma in place of your Intelligence when determining their effects.
Iron Body Training
Level: 1st
Gains: You gain an armor bonus to your Armor Class equal to the lesser of your Strength bonus and your Intelligence bonus. While you are in an Iron Heart stance or have initiated an Iron Heart maneuver since the beginning of previous turn, this armor bonus increases by the level of the highest-level Iron Heart maneuver or stance you know. This armor bonus does not apply while you are helpless.
Loses: Light and medium armor proficiency
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the Iron Heart discipline or that grant you heavy armor proficiency.
Second Wind
Level: 2nd
Gains: Each day, you can heal a number of hit points equal to 2x your warblade level. You can divide this healing as you choose among multiple uses. Activating this ability is a standard action, or a free action if you recovered one or more maneuvers earlier in the same turn. Beginning at 6th level, you can use this ability even when you would normally be prevented from taking actions, and whenever you spend at least 5 points of your allotment of healing (regardless of whether or not you need that full amount of healing), you can also either remove one of the fatigued or sickened conditions from yourself or heal 1 point of ability damage to one of your ability scores per 5 points spent. If you spend at least 10 points of your healing allotment, you can also select from the exhausted or nauseated conditions to remove.
Loses: Uncanny Dodge, Improved Uncanny Dodge
Healing Surges Variant
(click to show/hide)
If playing with the Healing Surges variant, use the following ACF instead.
Second Wind Recovery
Level: 2nd
Gains: When attempting to recovery your warblade maneuvers, you can take a second wind instead of spending a standard action to do nothing.
You can select Surge feats for your warblade bonus feats.
Beginning at 6th level, when you rest and recovery healing surges, you gain a temporary healing surge. This temporary healing surge lasts until spent or you rest and would regain it. (Temporary healing surges function like normal healing surges in most ways. They are not subject to your normal limit of healing surges, and are spent first when you spend healing surges. Temporary healing surges do not stack.)
Loses: Uncanny Dodge, Improved Uncanny Dodge
Second Wind Recovery
Level: 2nd
Gains: When attempting to recovery your warblade maneuvers, you can take a second wind instead of spending a standard action to do nothing.
You can select Surge feats for your warblade bonus feats.
Beginning at 6th level, when you rest and recovery healing surges, you gain a temporary healing surge. This temporary healing surge lasts until spent or you rest and would regain it. (Temporary healing surges function like normal healing surges in most ways. They are not subject to your normal limit of healing surges, and are spent first when you spend healing surges. Temporary healing surges do not stack.)
Loses: Uncanny Dodge, Improved Uncanny Dodge
Uncanny Warcraft
Level: 2nd
Gains: Once per day as a free action, you can change one of your readied, unexpended warblade maneuvers, replacing it with another unreadied warblade maneuver you know. The new maneuver is unexpended and is available for use immediately. It remains readied until you change it. Starting at 6th level, you can instead use this ability once every five minutes.
Loses: Uncanny Dodge, Improved Uncanny Dodge
Change Log
(click to show/hide)
23/3/2024: Added a variant of the Second Wind ACF when playing with the Healing Surges variant I wrote.
10/3/2024: Divine Retribution removed. Added Steely Defense instead.
9/3/2024: First posted.
18/11/2011: Last edit on 1001 hombrew ideas thread: https://minmaxforum.com/index.php?topic=243.msg105507#msg105507
10/3/2024: Divine Retribution removed. Added Steely Defense instead.
9/3/2024: First posted.
18/11/2011: Last edit on 1001 hombrew ideas thread: https://minmaxforum.com/index.php?topic=243.msg105507#msg105507
In Progress, Deprecated, and Removed
(click to show/hide)
Crusader
(click to show/hide)
Divine Retribution (v1)
Level: 1st
Gains: You can channel your fury and resolve into divine power. While you have at least 1 point of damage in your delayed damage pool, you can cast a spell from the cleric spell list as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell must have a casting time of no more than one standard action, must have a single target, and can only target an opponent dealt damage that was delayed by your delayed damage pool. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution (v2)
Level: 1st
Gains: You can channel your fury and resolve into divine power. Choose up to two cleric spells, plus one more at 4th level and every 4 levels thereafter. Each of these spells must must have a level less than the highest-level crusader maneuver you know, a casting time of no more than one standard action, a range other than personal, and a target of a single creature. You can change your selected spells once per day with 1 hour of meditation. While you have at least 1 point of damage in your delayed damage pool, you can cast one of the chosen spells as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell can only target an opponent who dealt damage that was delayed by your delayed damage pool. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution (v3)
Level: 1st
Gains: You can channel your fury and resolve into divine power. Choose up to two spells from the divine retribution spell list, plus one more at 4th level and every 4 levels thereafter. You can change your selected spells once per day with 1 hour of meditation. While you have at least 1 point of damage in your delayed damage pool, you can cast one of the chosen spells as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. If the spell has a target, it can only target an opponent who dealt damage that was delayed by your delayed damage pool. If the spell has an area, it must include such an opponent within its area. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
The divine retribution spell list is not a class spell list. It does not enable you to use spell trigger items, nor can it be modified by abilities that modify spell lists.
Beginning at 2nd level, when you cast a 0-level spell this way, you can do so as a swift action instead of a standard action. This does not modify the casting time of spells with casting times other than one standard action.
Beginning at 13th level, if you cast a spell 3 or more levels below the level of the maneuver you expend, you can do so as a swift action instead of a standard action. This does not modify the casting time of spells with casting times other than one standard action.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution Spell List
0 Level: daze, flare, ray of frost, touch of fatigue.
1st Level: cause fear, command, doom, ray of enfeeblement.
2nd Level: death knell, hold person, searing light.
3rd Level: bestow curse, blindness/deafness, contagion, ray of exhaustion.
4th Level: blight, dismissal, poison.
5th Level: baleful polymorph, greater command, plague of locusts (swarms only attack creatures that dealt damage into your delayed damage pool at the time of summoning or afterwards), slay living.
6th level: .
Level: 1st
Gains: You can channel your fury and resolve into divine power. While you have at least 1 point of damage in your delayed damage pool, you can cast a spell from the cleric spell list as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell must have a casting time of no more than one standard action, must have a single target, and can only target an opponent dealt damage that was delayed by your delayed damage pool. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution (v2)
Level: 1st
Gains: You can channel your fury and resolve into divine power. Choose up to two cleric spells, plus one more at 4th level and every 4 levels thereafter. Each of these spells must must have a level less than the highest-level crusader maneuver you know, a casting time of no more than one standard action, a range other than personal, and a target of a single creature. You can change your selected spells once per day with 1 hour of meditation. While you have at least 1 point of damage in your delayed damage pool, you can cast one of the chosen spells as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell can only target an opponent who dealt damage that was delayed by your delayed damage pool. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution (v3)
Level: 1st
Gains: You can channel your fury and resolve into divine power. Choose up to two spells from the divine retribution spell list, plus one more at 4th level and every 4 levels thereafter. You can change your selected spells once per day with 1 hour of meditation. While you have at least 1 point of damage in your delayed damage pool, you can cast one of the chosen spells as a spell-like ability with a caster level equal to your initiator level. This does not provoke attacks of opportunity. If the spell has a target, it can only target an opponent who dealt damage that was delayed by your delayed damage pool. If the spell has an area, it must include such an opponent within its area. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment. After you use this ability, you cannot use it again until your delayed damage pool is emptied.
The divine retribution spell list is not a class spell list. It does not enable you to use spell trigger items, nor can it be modified by abilities that modify spell lists.
Beginning at 2nd level, when you cast a 0-level spell this way, you can do so as a swift action instead of a standard action. This does not modify the casting time of spells with casting times other than one standard action.
Beginning at 13th level, if you cast a spell 3 or more levels below the level of the maneuver you expend, you can do so as a swift action instead of a standard action. This does not modify the casting time of spells with casting times other than one standard action.
Loses: Furious Counterstrike, Indomitable Soul, Mettle
Special: You cannot combine this alternative class feature with other crusader variants and alternative class features that remove your access to the Devoted Spirit discipline.
Divine Retribution Spell List
0 Level: daze, flare, ray of frost, touch of fatigue.
1st Level: cause fear, command, doom, ray of enfeeblement.
2nd Level: death knell, hold person, searing light.
3rd Level: bestow curse, blindness/deafness, contagion, ray of exhaustion.
4th Level: blight, dismissal, poison.
5th Level: baleful polymorph, greater command, plague of locusts (swarms only attack creatures that dealt damage into your delayed damage pool at the time of summoning or afterwards), slay living.
6th level: .
Swordsage
(click to show/hide)
Warblade
(click to show/hide)