Base Class: Fighter
The archetypal Crusader is one that fights for honor and glory. The tenets of their brotherhood teach them to protect the innocent, fight for the weak, and avenge those lost in righteous battle. To be a Crusader, one must be willing to shed their own blood to help defend others and be the shield for what is just and true. Only through honor and glory can a Crusader help those who cannot help themselves.
Shield Wall
Starting at 3rd level, you become the sole obstacle between your allies and foes, creating cover and protecting them. As a bonus action, as long as you have a shield equipped, you can deploy your shield wall into a flat area adjacent to you. While deployed, your shield now requires both hands and your speed becomes 0. This wall is 15 ft wide and 10 ft tall, providing total cover from any attack or spell attempting to pass through it. The shield wall is transparent and allows for light to pass through, but blocks any creatures or objects and blocks line-of-sight for any attacks, spells or abilities. You may use your bonus action to retract the shield wall.
This shield wall has a hit point total equal to 10 x your proficiency bonus and an Armor Class of 5. If the shield wall is reduced to 0 hit points, it shatters and retracts. While your shield wall has a hit point total of 0, you no longer gain the Armor class benefit of your equipped shield. The shield wall regains 5 hit points at the start of each of your turns as long as it is retracted.
Steadfast
At 3rd level, you are not easily pushed around. Any effect that would attempt to move you against your will only does so for half of the distance (rounded down to the nearest 5). You are immune to any effect that attempts to move you 5ft or less against your will.
Fire Strike
Starting at 7th level, you gain the ability to strike the air, igniting it and flinging it at your foes. When you take the attack action on your turn, you may replace any of your attacks with a use of this feature. Choose a 60 ft long, 5 ft wide line originating from you in a direction you choose. Each creature in that line must succeed a Dexterity saving throw (DC equal to 8 + your STR modifier + your proficiency bonus) taking 1d8 fire damage on a failed save, and half as much on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
This abilities damage increases by 1d8 when you reach 11th (2d8), 15th (3d8) and 19th (4d8) level in this class.
Grappling Charge
At 10th level, you learn how to use your environment to seriously injure your foes. As an action, you choose a 60 ft long, 5 ft wide line originating from you in any direction you choose as long as you are standing on solid ground. You then charge 60 ft along the chosen line. The charge ends early if you connect with any wall or solid object (DM discretion). All enemies in that line must succeed a Strength saving throw (DC equal to 8 + your STR modifier + your proficiency bonus) or become affected by your charge. The first creature affected becomes grappled by you and moves with you until you complete your charge. If the charge ends early due to you impacting a solid object or wall, any creature or object being grappled by you, as well as the surface impacted, will take 8d6 bludgeoning damage, and you take half of the damage rolled.
Additionally, all other affected creatures and objects you charged through will take half of the damage rolled as well.
You may use this feature twice, and can't do so again until you finish a short or long rest.
Earth Shatter
At 15th level, you learn how to strike the ground with enough force to send tremors at your enemies, knocking them off of their feet. As an action, you may choose an area in a 15 ft flat-cone originating from you. All creatures Large or smaller within the area must succeed a Strength saving throw (DC equal to 8 + your STR modifier + your proficiency bonus). On a failed save, a creature is knocked prone, becomes stunned until its next turn and takes 4d6 thunder damage. On a successful save, a creature takes half damage and is not knocked prone or stunned. Any creature adjacent to you has disadvantage on the saving throw, and takes an additional 4d6 thunder damage.
Once you use this feature, you can't do so again until you complete a long rest.
Shield Bastion
Starting at 18th level, you and your allies have learned to create a fortress of defense wherever you stand. When deploying your shield using your Shield Wall feature, it now extends to a width of 25 ft and a height of 15 ft. Additionally, when the shield is deployed it becomes a one-way object, allowing creatures and objects to pass through it from the side of the wall that you stood when deploying it, and giving line-of-sight. Creatures looking through the shield wall from the passable side can now attack, cast spells and use abilities that require line of sight as though the shield wall is not present.
Any ally within 10 ft of you at the start of their turn gains 3d6 temporary hit points.
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