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Background (edit | view)

A holy warrior bound to a sacred oath.

Proficiencies (edit | view)
Armor
Cloth, Light, Medium, Heavy, Shields
Weapon
Simple Weapons, Martial Weapons
Save
Wisdom, Charisma

There as been no official information released by N-Space on this class. Please update this page if you find any and be sure to cite the Source.


As this Wiki is for Sword Coast Legends, please be sure that you do not use Wizard of the Coast or Other Sources to update unless it specifically mentions Sword Coast Legends as Lore may differ.

Ability Trees[]


Crusader[]

"Crusaders are the ultimate defenders, protecting both the weak in need and smiting those who would do evil with divine fury. Crusader abilities offer a good mix between these two tenets, with power to both heal their allies and destroy their foes."

  • Lay on Hands: Range (3 Yds) 40s Effect: Heal for 9-11 HP Cost: 1
  • Divine Grace: Passive Effect: +1 all saving throws Requires: Level 3 Cost: 2
  • Judgement: Melee 60s Effect: 8-23 Radiant damage and heals allies within 10 yds 12-15 hp Requires: Level 3 Cost: 2
  • Branding Smite: Melee 80s Effect: 8-23 Radiant damage and prevent stealth or invisibility on target for 20 seconds Requires: Level 4 Cost: 2
  • Sacred Weapon: Passive Effect: 1-4 Radiant damage each hit Requires: Level 5 Cost: 2
  • Aura of Vitality: Aura (8 Yds) 80s Effect: Heal allies 5-6 HP each rounds, lasts 20s Requires: Level 5 Cost: 2

Avenger[]

"Avengers make a solemn commitment to punish those who have committed a grievous sin. With the righteous will of their gods behind them, these Paladins strike out against man and monster alike, using their abilities to weaken their foes and avenge those who have been wronged"

  • Sign of Vulnerability: Range (18 Yds) 40s Effect: Wis saving throw target becomes vulnerable to radiant damage for 20 seconds Requires: Level 3 Cost: 1
  • Deific Vengeance: Range (18 Yds) 120s Effect: Wis saving throw weakened for 20 seconds and 6-17 Radiant damage, save for half damage and no weakened Requires: Level 5 Cost: 2
  • Heroism: Passive Effect: One extra attack each round Requires: Level 7 Cost: 2
  • Retribution: Passive Effect: +1 Radiant damage to attacks and attackers take 1-2 Radiant damage if they touch you Requires: Level 7 Cost: 3
  • Avenging Angel: Self 280s Effect: +50% movement speed, +25% action speed and +6 str for 20 seconds Requires: Level 13 Cost: 3

Life[]

"Chief among a divine servant's duties is to grant salvation and aid to others. Through a variety of blessings and chants, these heroes can bolster their allies, restore the cursed and injured, and bring hope to those in need of aid"

  • Bless: PBAoE (15 Yds) 40s Effect: +2 to attack rolls and saving throws for 60 seconds Cost: 1
  • Restoration: Range (10 yds) 80s Effect: remove 1 negative effect Requires: Level 2 Cost: 2
  • Aid: PBAoE (15 Yds) 80s Effect: 10% resistance to all damage and +4 max hp. Lasts 60 seconds Requires: Level 3 Cost: 2
  • Revivify: Melee 120s Effect: Revive and heal 13-16 hp Requires: Level 5 Cost: 2
  • Beacon of Hope: Range (18 Yds) 140s Effect: Aura (6 Yds) around target, increase healing received by 25% for 20 seconds Requires: Level 5 Cost: 2

War[]

"Holy champions who follow the gods of war excel in battle and inspire those around them. Almost exclusively offensive in nature, war abilities focus on dealing massive amounts of Divine damage, smiting one's enemies on the battlefield with righteous fury"

  • Divine Smite: Melee 80s Effect: 6-24 Radiant damage Requires: Level 2 Cost: 2
  • Radiant Pulse: Ranged AoE (18 Yards) 120s Effect: Wis saving throw 15-51 Radiant damage, save for half Requires: Level 5 Cost: 2
  • Crusader's Mantle: Aura (6 Yds) 120s Effect: Allies deal 1-4 Radiant damage each hit for 40 seconds Requires: Level 5 Costs: 2
  • Guardian of Faith: Range AoE (18 Yds, 5 Yds radius) Effect: Wis saving throw 8-23 Radiant damage, lasts 6 seconds and each round enemies need a new Wis saving throw Requires: Level 7 Cost: 3
  • Arcing Smite: Range (18 Yds) 240s Effect: Deal radiant damage and bounces to another enemy up to 8 times Requires: Level 11 Cost: 3

Great Weapon Fighting[]

"Great Weapon Fighting employs the use of extremely large and powerful weapons, most of which must be wielded with two hands. While the attacks of Great Weapons can be slower nothing can match their sheer power range and striking force"

  • Charge: Range (12 Yds) 40s Effect: Dash forward and deal 6-17 Slashing damage Cost: 1
  • Cleave: Passive Effect: Follow up attack in 180 cone within 3.5 Yds for 8-22 Slsahing damage Requires: Level 2 Cost: 2
  • Power Attack: Melee 80s Effect: Dex saving throw or take 18-63 slashing, save for half Requires: Level 3 Cost: 2
  • Unyielding Avalanche: Aura (Melee) 140s Effect: Enemies near you take 7-21 Slashing damage, you gain 36-42 HP over duration, +2 AC and +3 all saves Lasts 12 seconds Requires: Level 6 Cost: 3
  • Shockwave: Cone (6 Yds) 160s Effect: Dex saving throw or take 19-67 Force damage, Str saving throw or be knocked prone, save for half damage Requires: Level 7 Cost: 3

Protection[]

"Regardless of their class, heroes that are of true heart seek above all else to protect and defend their allies and those who cannot fend for themselves. Protection abilities focus on the ability to close quickly with enemies and to defend against the strongest of attacks."

  • Shield Bash: Range (3 Yds) 40s Effect: 6-15 Bludgeoning damage and briefly stun Cost: 1
  • Shield Wall: Self 80s Effect: Auto block projectiles for 8 seconds Requires: Level 3 Cost: 2
  • Bulwark: Self 140s Effect: +2 Ac, +10% all damage resistance, +2 saving throws, +5 max HP and lasts 15 seconds Requires: Level 5 Cost: 2
  • Extended Defense: Passive Aura (2 Yds) Effect: Allies gain +1 AC Requires: Level 7 Cost: 3

Martial[]

"Whether a grizzled veteran or a squire in training, most professions have some degree of martial training. Those who excel in the use of arms, armor and melee combat are a fearsome force to behold on the battlefield. Martial abilities focus on manipulating the battlefield by weakening one's enemies."

  • Victorious Surge: Melee 40s Effect: 5-16 Bludgeoning damage and heals 7-9 hp Cost: 1
  • Flying Foe: Range (12 Yds) 40s Effect: 5-12 Piercing damange and pull target Cost: 1
  • Impede: Melee 80s Effect: 12-36 Slashing damage and slowing for 30 seconds Requires: Level 3 Cost: 2
  • Break the Wall: Melee 160s Effect: 15-48 Slashing damage and target has -5 AC for 60 seconds Requires: Level 5 Cost: 2
  • Wounding Blow: Melee 280s Effect: 17-58 Slashing damage and -100% healing for 60 seconds Requires: Level 7 Cost: 3

Sources[]

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