Fighter
Base Class: Fighter

There are those who wish they could become chosen by the gods to do their bidding, however not everyone can be chosen to be Priests or Champions of gods. This does not mean followers should be discouraged by this rift in their fate, for there are other ways to spread the teachings of their god. A select few of followers who had the talent of combat formed a holy order known as the Crusaders Order. The crusaders are holy soldiers chosen by priests and champions to protect and serve their diety after discussions with the crusader order members. Sometimes if required a crusader knight my have to change their beliefs in their current diety to get chosen for work in the holy department, but it's a last case scenario at best. A crusader knight may not be on the same level as a paladin in terms of magic might and belief, however their fighting prowess and unshakable willpower to protect is what makes them truely a force to be reckoned with.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast divine spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Crusader Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Cleric Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Symbol of Faith

At the 3rd level, you are given a symbol of your faith in your deity, taking the form of an enchanted flag or a similar object which inspires your allies and discourages foes who can see it. The symbols aura effects friendly creatures and enemies within 10 feet of you who can see it.

You and friendly creatures in the Symbol's aura have advantage on saving throws against being frightened. Enemies who attack a creature in the flags radius must make a Wisdom saving throw against your Spell Save DC. On a failed save, any bludgeoning, piercing or slashing damage that creatures deal is reduced by 2 until the end of it's turn. On a successful save the creature is immune to this effect for 24 hours. Creatures who are blinded automatically succeed on this saving throw.

At 15th level, you and friendly creatures in the aura also gain advantage on saving throws against being charmed or poisoned. They also have resistance to radiant damage. In addition, if an enemy fails it's saving throw, it is also frightened until the end of it's turn.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Wind of The Seraph

At 10th level, whenever you cast Cure Wounds, Healing Word, Prayer of Healing, or Mass Healing Word, the Crusader Knight can add an additional 1d6 bonus healing dice on top of the mentioned spells healing. Alternatively a Crusader Knight may consume their Second Wind feature to bolster the bonus healing die from a d6 to a d10.

Divine Smite

Starting at 15th Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an Undead or a fiend.

Avenging Angel

At 18th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. When you attack any creature in this aura, with melee weapon, it takes additional 1d10 radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

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