Fighter
Base Class: Fighter

A crusader combines their martial talents with their divine power to topple those who challenge the word of their god. Crusaders are holy warriors who choose to serve their god on the battlefield, defeating heretics and protecting places of worship. Unlike paladins, a crusader's divine power does not come from an oath, but instead the faith they have in their deity.

Spellcasting

When you adopt this Martial Archetype at 3rd lv, you learn how to channel and manifest your faith. See page 82 of Basic Rules for the general rules of spellcasting.

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



Wisdom is your spellcasting ability for your cleric spells.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier



Martial Prayer

Starting when you take this Martial Archetype, Simple and Martial weapons are considered holy symbols for you, and can be used as a spellcasting focus for your cleric spells.

Divine Winds

Starting at 3rd level, you may choose to use your Second Wind feature as an Action. If you do, up to three creatures of your choice within 10 feet of you restore hit points equal to half the hit points you restored plus your Wisdom modifier.

In addition, you may use your Second Wind Feature twice per short or long rest.

Divine Warcry

Starting when you take this Martial Archetype, you feel the fury of your Diety run through you. As an Action you can unleash this fury in a Warcry. To do so, choose up to a number of hostile creatures equal to your Prof bonus within 30ft of you. Targeted creatures must make a Wis saving throw (DC= 8+Wis+Prof) or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your Prof bonus before you must take a long rest to use it again.

Heretic

Starting at 7th lv, once per turn whenever you deal damage to a creature frightened by Divine Warcry, you may add 1d8 radiant damage to the total.

Reinforcements

Starting at 10th lv, when a creature you can see within 60ft of you fails a saving throw you can come to their aid. As a reaction, you can allow them to reroll their failed saving throw.
This feature can only be used once per Long Rest before using 1 use of Indomitable per reroll.

Divine Gusts

Starting at 15th lv, you may now use your Divine Winds feature as a bonus action and you can target any number of creatures within 10ft of you when you do so.

In addition, any creature affected by your Divine Winds instead regains the same amount of hit points you regain plus your Wisdom modifier.

Martyr

Beginning at 18th lv, death is not the end for you. If you die by any means other than old age or disintegration, you can choose to immediately return to life. You gain a number of hit points equal to twice your fighter level and for 1-minute, you are resistant to non-magical bludgeoning, slashing, and piercing damage.

You can use this feature once, regaining its use when you finish a long rest.

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Crusader Image

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