Base Class: Fighter
In the shadowed halls of forgotten temples and on blood-soaked battlefields where the veil between worlds grows thin, the gods do not always send shining paladins clad in gleaming plate. Sometimes they choose a different instrument: a mortal of unyielding will and iron constitution, forged in hardship rather than divine calling. These are the Crusaders—holy warriors who do not merely serve a deity, but become living conduits of their power.
A Crusader’s strength does not flow from oaths sworn in quiet chapels or from charismatic fervor. It surges from raw endurance and absolute surrender to the divine will. Through ceaseless training, grueling trials, and moments of transcendent agony, the Crusader opens their very body and soul as a vessel. Their god pours power directly into muscle, bone, and spirit, transforming a mortal fighter into an unstoppable engine of judgment. Where a paladin prays for aid, the Crusader embodies their deity’s wrath—constitution fueling miracles that would shatter lesser vessels.
Oath of the Crusader
3rd-level Crusader feature
You gain the following features:
- Saving Throw Proficiencies. You gain proficiency in Charisma and Wisdom saving throws.
- Skill Expertise. You gain expertise in the Insight and Religion skills.
- Divine Insight. You have advantage on all Insight checks made against aberrations, celestials, elementals, fey, fiends, and undead.
- Eternal Vigilance. You are permanently under the effects of detect evil and good, detect magic, and protection from evil and good. You do not need to concentrate on these spells.
- Purity of Body. You are immune to disease, poison damage, and being poisoned.
- Divine Cantrips. You learn the guidance, light, sacred flame, and thaumaturgy cantrips.
- Divine Spellcasting. You can cast the following spells at will: bane, bless, command, heroism, magic weapon, protection from evil and good, shield of faith, silence, spiritual weapon, and zone of truth. Once per long rest, you can cast augury. Constitution is used for spellcasting for spells gained from this subclass and you can cast these spells without material components.
- Purge the Unholy. Your weapon attacks score a critical hit on a roll of 19–20 against aberrations, celestials, elementals, fey, fiends, and undead. When you score a critical hit against one of these creatures, you can choose to make it vulnerable to the damage type of that attack for 1 minute.
Unyielding Faith
7th-level Crusader feature
You gain the following features:
- Divine Discernment. You instantly and perfectly know when you hear any spoken lie.
- Holy Zeal. You have advantage on all attack rolls against aberrations, celestials, elementals, fey, fiends, and undead. You cannot suffer disadvantage on attack rolls made against these creatures.
- Unyielding Blade. All your weapon attacks bypass any resistance or immunity to the damage they deal.
- Elemental and Otherworldly Resilience. You gain resistance to acid, cold, fire, lightning, and thunder damage. You also gain resistance to all damage dealt to you by aberrations, celestials, elementals, fey, fiends, and undead.
- Curse Immunity. You are immune to being cursed.
- Eternal Grace. You are permanently under the effects of beacon of hope and freedom of movement. You do not need to concentrate on these spells.
- Divine Spellcasting Expansion. You can cast the following spells at will: banishment, beacon of hope, clairvoyance, freedom of movement, death ward, dispel magic, locate creature, magic circle, speak with dead, spirit guardians, tongues, and water walk. Once per long rest, you can cast divination.
- Purge the Unholy Improvement. The critical hit range of Purge the Unholy expands to 18–20 against the specified creature types.
- Aura of Conviction. While you are conscious, friendly creatures within 10 feet of you have advantage on saving throws against spells and effects originating from aberrations, celestials, elementals, fey, fiends, and undead.
Blessed Resilience
10th-level Crusader feature
You gain the following features:
- Fortified Will. You gain a bonus to your Wisdom and Charisma saving throws equal to your Constitution modifier (this stacks with your proficiency bonus).
- Selective Immunity. You are immune to any conditions or non-damaging effects (including spells and abilities) inflicted by aberrations, celestials, elementals, fey, fiends, and undead, unless you choose to be affected.
- Divine Spellcasting Expansion. Once per long rest each, you can cast commune and legend lore. You can cast the following spells at will: dispel evil and good, geas, planar binding, and scrying.
- Purge the Unholy Improvement. The critical hit range of Purge the Unholy expands to 17–20 against the specified creature types.
Omniscient Guardian
15th-level Crusader feature
You gain the following features:
- Truesight. You gain truesight out to 120 feet.
- Divine Spellcasting Expansion. You can cast the following spells at will: blade barrier, divine word, etherealness, find the path, holy aura, plane shift (you cannot target unwilling creatures), true seeing, and word of recall.
- Purge the Unholy Improvement. The critical hit range of Purge the Unholy expands to 16–20 against the specified creature types.
- Eternal Crusader. You no longer need to eat, drink, or sleep. You are immune to exhaustion and cannot be aged magically or naturally and cannot die from old age. You also gain a flying speed equal to your walking speed and can hover.
Divine Ascendance
18th-level Crusader feature
You gain the following features:
- Divine Spellcasting Expansion. Once per long rest, you can cast gate. You can cast astral projection at will.
- Purge the Unholy Mastery. The critical hit range of Purge the Unholy expands to 15–20 against the specified creature types. When you score a critical hit against one of these creatures, you may instead choose to instantly banish it to its home plane (if it has one).
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