Base Class: Fighter
A warrior who chose to serve a church or temple as a protector. Not as gifted as a Paladin but has more martial prowess.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Spell Slots
The Crusader Spellcasting table shows how many spell slots you have to cast your paladin 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level paladin spells of your choice.
The Spells Known column of the Crusader Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells 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.
Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since you learn your spells through your devotion. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Crusader Spellcasting
|
Fighter Level |
|
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
|
3 |
2 |
— |
— |
— |
|
4th |
|
4 |
3 |
— |
— |
— |
|
5th |
|
4 |
3 |
— |
— |
— |
|
6th |
|
4 |
3 |
— |
— |
— |
|
7th |
|
5 |
4 |
2 |
— |
— |
|
8th |
|
6 |
4 |
2 |
— |
— |
|
9th |
|
6 |
4 |
2 |
— |
— |
|
10th |
|
7 |
4 |
3 |
— |
— |
|
11th |
|
8 |
4 |
3 |
— |
— |
|
12th |
|
8 |
4 |
3 |
— |
— |
|
13th |
|
9 |
4 |
3 |
2 |
— |
|
14th |
|
10 |
4 |
3 |
2 |
— |
|
15th |
|
10 |
4 |
3 |
2 |
— |
|
16th |
|
11 |
4 |
3 |
3 |
— |
|
17th |
|
11 |
4 |
3 |
3 |
— |
|
18th |
|
11 |
4 |
3 |
3 |
— |
|
19th |
|
12 |
4 |
3 |
3 |
1 |
|
20th |
|
13 |
4 |
3 |
3 |
1 |
Divine Smite
You have learned to channel Divine power into your weapons. 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 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Lay on Hands
Your blessed touch can heal wounds. Starting at level 3, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your fighter level x 3.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
This feature has no effect on undead and constructs.
Divine Action
When you are striving for greatness in the heat of battle, divine power courses through you.
Starting at level 7 when you activate Action Surge choose an effect:
- Gain +10 on your next attack roll till the start of your next turn.
- Gain +3 AC and Str, Dex saving throws till the start of your next turn.
- Move up to 20 feet.
Aura of Courage
Starting at level 10, you can protect the minds of yourself and your friends.
You have an aura of 10 feet that follows wherever you go and reaches around corners. You and all friendly creatures within the aura can't be frightened while you are conscious.
Starting at level 18, the range of this aura increases to 20 feet.
Improved Divine Smite
At 15th level, you are so suffused with righteous might that your melee weapon strikes carry divine power with them. Once per turn whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Divine Surge
At 15th level, you gain improved healing powers.
Your Second Wind now heals you for 2d10 plus your fighter level.
Also, you may activate Lay on Hands as part of the bonus action you used to activate Second Wind.
Cleansing Touch
Beginning at 18th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once) {{modifier:cha@min:1}} . You regain expended uses when you finish a long rest.
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