Paladin
Base Class: Paladin

Paladins who take the Oath of the Crusader devote themselves to the protection of others and the eradication of foes who threaten the stability of the realm. Crusaders are known for their imposing suits of armor, enormous blunt melee weapons, and stalwart shields

 

 

Barrier Sheild

  • Barrier Field will not block enemies from walking through.
  • Barrier Field can be directed by simply looking at the desired direction, even straight up or down.
  • Barrier Field starts visually showing damage when it falls below 1000 health and displays further damage when it falls below 500 health.
  • The character will say a voice line about the barrier failing when it falls below 400 health.
  • Holding primary fire while your barrier is active now allows the player to rotate the camera

Steadfast

When you take this oath at the 3rd level, you gain the following two Channel Divinity options.

 

 Fire Strike. By whipping Your weapon forward, You sling a flaming projectile that pierces and damages any enemies it touches.

  • Passes through enemies, barriers and destructible objects.
  • This ability can cancel, allowing for faster attacks.

deals 100 Damage

Steadfast. Reduces knockback effects by 30%.

Charging

Starting at 7th level,

  • your ability to turn is reduced while Charging.
  • The first enemy you collides with during Charge is "pinned" to you, and is dealt with heavy damage if you then impacts a solid surface. All other enemies are knocked away from him.
  • Stuns will immediately end Charge.
  • If Charge interacts with a charge that matches your own, both of them will be knocked down. Any pinned targets will be damaged as if they hit a wall.
  • Movement speed bonuses increase movement speed during Charge, also increasing the maximum charge distance.

Mighty Blows

Beginning at 15th level, the range, and effectiveness of your mighty hammer increases. When you take the Attack action on your turn while using a two-handed melee weapon, you may do so against any number of creations within 5 feet of you, with a separate attack roll made for each target.

Earth Shatter

At 20th level, as an action, you can bring the hammer down! Each creature you choose in a 30-foot cone in front of you must make a Strength saving throw or take 10d10 force damage and be knocked prone and stunned for a minute. A creature that succeeds on it's saving throw takes half as much damage and isn't prone or stunned. A stunned target must take a constitution saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

once you use this feature, you must finish a long rest before you can use it again.

Oath Of The Crusader Image

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