Crusaders (Faction)

> *This page contains mechanical information for a specific faction. For more general information, see Factions.*
> **This faction is inactive and cannot be joined.**
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United against the undead scourge that threatens Freeport under the influence of the Acquafredda (AQF), the Farmers' Guild and Rizhearts have formed an alliance widely known as the Crusaders. Druids, clergy members, and more are welcome so long as they share the alliance's goals: stamp out the scourge of undeath, especially sentient undeath, wherever it may be found.

## Rank 1: Novitiate

You're new to this alliance, and have been given a small amount of power and responsibility as a test. Assuming you prove loyal and competent, you won't stay at this level for much longer.

### Mechanics

***Rebuke the Dead.*** As an action, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a DC 13 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage as if by a cleric's Turn Undead. Once you've used this feature, you can't use it again until you finish a short or long rest.

### Social

***Safe Haven.*** You're valuable enough for the Crusaders to grant you access to their better-known safe houses. They will provide you with places to hide unless you prove to be a danger to them. They will shield you from pursuers, but they won't risk their lives or the alliance's safety for you.

## Rank 2: Acolyte

You've been welcomed into the alliance as a full member, and have chosen which of its constituent guilds you work best with. You still have limited power within that guild, but you're growing stronger.

### Mechanics

***Funeral Rites.*** You can cast the *Gentle Repose* spell once per short rest. Additionally, choose which guild you identify with.

***Against the Hordes (Farmers' Guild).*** You can cast *Shield of Faith* and *Aid* once per long rest each, with Charisma as the spellcasting ability. When you cast Aid in this way, it affects only you.

***Vinespeaker (Rizhearts).*** You can cast *Entangle* and *Spike Growth* once per long rest each, with Wisdom as the spellcasting ability.

### Social

***Bastion of Life.*** Your efforts to preserve the natural order have been noted. Clergy and druids will treat you more favorably, and may do small favors if requested.

## Rank 3: Knight

You're moving up in your guild, and are starting to take on leadership roles. You have greater responsibilities in defending Freeport, but greater power with which to do it.

### Mechanics

***Stem the Tide.*** Your Rebuke the Dead DC increases to 15. Additionally, you gain a benefit from your guild.

***Reaper (Farmers' Guild).*** Your weapon attacks against undead deal an extra 1d6 radiant damage per hit.

***Undying Vitality (Rizhearts).*** You gain advantage on Constitution saving throws against undead or any effects they cause.

### Social

***Home Base.*** Your efforts against undeath have endeared you to your allies, but made you unpopular with the AQF and allies. The network of safe houses described in Safe Haven expands, allowing you access in more dangerous situation and expanded aid. If desired, you may make one a permanent residence.

## Rank 4: Templar

You've made yourself invaluable to your guild and the alliance as a whole, and have been rewarded greatly for it. You exercise more power than before, but may have the looming threat of the AQF and their allies hanging over your head.

### Mechanics

***Lifeblood.*** You gain a benefit based on your guild.

***Have No Dominion (Farmers' Guild).*** You can cast *Spirit Guardians* once per short rest, with its DC determined by your Charisma modifier. Additionally, when damaged by an undead, you may roll a d6 and subtract that number from the damage you would take.

***Speak for the Trees (Rizhearts).*** You gain the ability to cast *Beacon of Hope*, *Grasping Vine*, and *Magic Circle* once per short rest each, using Wisdom as the spellcasting ability. When you cast Magic Circle in this way, it doesn't require costly material components.

### Social

***Last Hope.*** You are widely recognized as a leader in the only serious opposition to the AQF. You are treated well outside of areas that gang controls, and may suffer consequences for your Crusader affiliation within them.