Paladin
Base Class: Paladin

Crusaders are those who fought in wars meant to fulfill some sort of religious purpose, such as take back a holy land, expel some kind of demon, or obtain something for a god. Many crusaders become paladins, and they are of this oath, being acknowledged for their past duties with their newfound might of their oath.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Crusaders Assault - As an action you can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, you add your charisma modifier to attack rolls and damage rolls. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.

Crusader’s Retribution - As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Crusader Spells

Aura of Retribution

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightenedwhile you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Stand Tall

Beginning at 15th level, your words alone can bring your allies back to health. As a reaction to an allied creature within 30 feet of yourself failing a death saving throw, you can make the creature instantly regain consciousness, and, as part of the same reaction, you can use your Lay on Hands feature on it, even if you are further than the normal range of it. After using this feature, you must take a long rest before doing so again.

At any cost

At 20th level as an action you may enter a state of unshakeable resolve and zeal. fierce blows strike you, yet you do not stumble, blood pours from your wounds, yet you pay them  no mind, harsh magics sear at Sour clothes, Yet you do not fall When you enter this state for mind you gain the following benefits.

You have resistance to all  damage.

When you take the Attack action on your turn you can make one additional attack as part of that turn.

You regain hit points equal to your charisma modifier for a number of rounds equal to your level.

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