Fighter
Base Class: Fighter

Crusaders are zealous Soldiers that some might confuse with Paladins. While a Paladin swears Oaths and serves a god, a Crusader does not draw magical and divine power from a divine source but rather from within themselves. They fight for justice and civilization, they give their life to buy their people a new dawn. Many soldiers in fact do this already equipped with nothing but a Shield and Sword, but none do this with such conviction and determination as the Crusader does. The believe of his fellow soldiers and people he fights for imbues him with the supernatural abilities he draws upon when striding towards his foes. Some say this is the first step to produce a demi-god. Others, mostly Clerics and Paladins, fear the appearance of Crusaders might be an Omen of something dark on the horizon. In dire times of need a rare handful of martial adepts begin to develop such a feverish conviction to protect their people that the universe itself will bend the rules of magic as to allow a Crusader to display divine powers and abilities without the need of a god or other patron.

Crusaders Judgement

At 3rd Level, upon choosing this subclass you can channel your holy vengeance and materialize it as divine judgement upon your enemy. When you attack a creature you can channel your divine judgement. The creature suffers an additional 1d4 radiant damage. Alternatively, if a hostile creature within 60 feet of you suffers damage, you can use your reaction. It then suffers 1d4 radiant damage. This damage is increased to 1d6 when reaching level 7 in this class and 1d8 when reaching level 11 in this class.

You gain access to a number of Crusaders Judgements equal to 3 + your Charisma Modifier per Short Rest.

Brothers in Arms

At 3rd level, you can draw upon the divine judgment you called down upon your enemies to bolster and defend your allies and yourself. As a Bonus Action, you can expend 3 or less Crusaders Judgments. You can choose one of the following:

Protector. Increase your and your allies' AC and Saving Throw Bonuses within 30 feet by an amount equal to the amount of Crusaders Judgements you've drawn upon. This lasts until the end of your next turn

Guided Strikes. Increase your attack bonus and that of your allies within 30 feet by an amount equal to the amount of Crusaders Judgements you've drawn upon. This lasts until the end of your next turn

Rallying Cry. You and your allies within 30 feet heal a number of Hit Points equal to 5 times the number of Crusaders Judgements you've drawn upon. They then gain temporary Hit Points equal to the amount of Hit points they regained

Zealous Strikes

Starting at 7th Level, you can add +2 to all your melee attack rolls.

Stalwart Leader

At 10th level, you are deeply connected to civilization and the inhabitants of the civilized world. You know how to rally their spirits and understand what ails them.

You gain expertise in Insight and persuasion. Additionally, you can spend 1 Crusaders Judgement to give yourself advantage if you roll an Insight Check.

Crusaders Will

Starting at 15th level, when you use your Second Wind or Action Surge you can choose a creature within 60 feet of you. Its next attack will deal an additional 1d10 radiant damage and gain temporary Hit points equal to the radiant damage dealt with this feature.

Judgement Day

Starting at 18th Level, when you roll Initiative, every hostile creature within 60 feet of you receives radiant damage equal to half your level in this class rounded down. Its Hit point maximum is then decreased by an amount equal to the damage suffered. This ability cannot reduce a creatures Hit points and Hit point maximum below 1. Additionally, if you have less than 3 Crusaders Judgement left when combat is initiated, you gain Crusaders Judgement until you have 3.

 

Crusader Image

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