Base Class: Paladin
Some are called to defend.
Some are called to guide.
A rare few are called to bring judgment.
Paladins who swear the Oath of the Crusade believe they have been chosen to confront corruption wherever it festers. They do not seek violence—but they do not shrink from it. They offer warning once. If evil refuses to turn, they answer with overwhelming force.
To the innocent, they are shields.
To the wicked, they are dread incarnate.
TENETS OF THE CRUSADE
Paladins of the Crusade believe they have been chosen and have fully accepted that calling. Their path is severe, but it is not cruel. They do not delight in destruction — but neither do they hesitate to enact it.
Set Apart. You have been chosen for this work. Do not turn from it. Do not lay it down. If you falter, corruption spreads.
Detest Evil. Do not tolerate wickedness in your presence. Do not excuse it. Do not make peace with it. What defiles must be opposed.
Cleanse Without Hesitation. When evil stands before you, act. Delay gives it strength. Mercy that enables corruption is not mercy at all.
Be the Instrument. Wrath is not yours to own — it is yours to wield. Let your hand be steady. Let your heart remain disciplined.
Stand Unmoved. Fear no darkness. Yield no ground to tyranny, cruelty, or deceit. If others shrink back, you advance.
Oath Spells
3rd-level Oath of the Crusade feature
You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | command, shield of faith |
| 5th | hold person, spiritual weapon |
| 9th | dispel magic, spirit guardians |
| 13th | banishment, guardian of faith |
| 17th | dispel evil and good, flame strike |
Channel Divinity
3rd-level Oath of the Crusade feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Declare Judgment. As a bonus action, choose one creature within 60 feet that you can see. For 1 minute:
- You add your Charisma modifier to damage rolls against it.
- It has disadvantage on attack rolls against creatures other than you.
- If it willingly moves away from you, it provokes opportunity attacks from you.
This ends early if the creature drops to 0 HP.
You name them. And the battlefield knows.
Terrible Proclamation. As an action, you present your holy symbol and speak a sentence of judgment.
Each hostile creature of your choice within 30 feet must make a Wisdom saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
If already frightened, it instead takes radiant damage equal to twice your Paladin level.
This is fear born of conscience.
Aura of the Crusade
7th-level Oath of the Crusade feature
Your presence weighs heavily on the wicked.
Hostile creatures within 10 feet of you have disadvantage on saving throws against being frightened.
Additionally, a creature frightened of you has its speed reduced to 0 while within your aura.
At 18th level, the range increases to 30 feet.
You do not chase prey.
You corner it.
Investiture of the Crusade
15th-level Oath of the Crusade feature
You can call upon the Upper Planes and become a vessel of divine wrath.
As an action, you transform for 1 minute or until your concentration ends (as if you were concentrating on a spell). You can do this once per short or long rest.
While transformed, you gain:
Planar Shield
Resistance to radiant, necrotic, and psychic damage.
Aura of the Crusade (Manifest)
When you activate this feature, roll a d4:
- Odd: Allies of your choice within 10 feet have advantage on saving throws against being charmed or frightened.
- Even: Enemies of your choice within 10 feet must make a Wisdom saving throw or be frightened of you until the start of your next turn.
At the start of each of your turns, you may reroll.
Planar Infusion
Choose one Upper Plane to channel:
- Arcadia: Treat 1s and 2s on weapon damage dice as 3s.
- Mount Celestia: +1d8 radiant damage on weapon attacks.
- Bytopia: One additional weapon attack as a bonus action each turn.
- Elysium: Regain HP equal to Charisma modifier at start of turn if below half HP.
- Beastlands: +15 ft speed; opportunity attacks against you have disadvantage.
- Arborea: Critical hits knock target prone (Strength save negates).
- Ysgard: First time reduced to 0 HP during this duration, drop to 1 HP instead.
Planar Strike
Once per turn when you hit with a melee weapon attack, deal an additional 2d8 radiant or necrotic damage.
This form is not subtle.
Angel of Wrath
20th-level Oath of the Crusade feature
You can fully assume the mantle of divine judgment.
As an action, you transform into an Angel of Wrath for 1 minute. Once per long rest.
- You gain a flying speed of 60 feet.
- You shed bright light in a 30-foot radius.
- You have resistance to all damage.
- Your weapon attacks deal an extra 2d10 radiant damage.
- Hostile creatures of your choice that start their turn within 30 feet must succeed on a Wisdom saving throw or be frightened until the end of their turn.
- When you reduce a creature to 0 HP, another hostile creature within 30 feet must make the saving throw or fall prone in dread.
You are no longer merely chosen.
You are manifested.
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