Base Class: Fighter
Unlike holy clerics or righteous paladins, fighters who commit themselves to the way of the crusader are often seen as religious fanatics, clad in heavy armor and their eyes set on only one destination, forward for the cause.
Level 3: Spellcasting
You have learned to cast spells.
Spell Slots. The Crusader Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Paladin spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Crusader Spellcasting table. Whenever that number increases, choose additional spells from the Paladin spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Paladin spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use an Holy Symbol as a Spellcasting Focus for your Paladin spells.
Level 3: Sigils of the Crusader
To be a Crusader is to be a force to be reckoned with. Crusaders always push forward and never yield any ground. Thus, upon taking becoming a Crusader, the fighter is marked with the sigils of War and Cowardice:
Sigil of War: If the Crusader takes the dash action, the sigil of war flares. For their their next turn, they gain advantage on all attacks made with a melee weapon.
Sigil of Cowardice: If the Crusader ever takes the disengage action in combat, or purposefully moves away in a direction with no hostile creatures during combat, the sigil of cowardice flares and gives the Crusader disadvantage on all D20 Tests until they finish long rest.
Level 7: Consecrated Warfare
After proving their worth and obtaining their sigils, the crusader's next step in his crusade is through the various means he dedicated himself towards. The crusader develops a new skill, based upon the fighting style that they have dedicated before joining the order.
At 7th level, the Crusader gains a new skill based on the fighting style feat that they picked at level 1. These features can only use spell slots gained by the Crusader subclass and from no other sources:
Offensive Fighting Style( I.E Great Weapon Fighting, Duelist, Archery): When making an attack roll against a hostile creature and missing, the Crusader can expend a spell slot to add a bonus to the attack roll, equal to 2x the spell's cost (2 for first level spell, 4 for second level spell). The Crusader can only use this feature once per round.
Self-Defensive Fighting Style( I.E Defense, Blindfighting): As an action and by expending a spell slot, you can call out a taunting command against any number of creatures within 30 feet of you. Those creatures must make a WIS against your class DC or become taunted until the start of your next turn. While taunted, a creature must spend their action to attack you on their turn. If you are holding a shield whenever you use this ability, the shield also becomes infused with holy light and all melee attack rolls against you inflict radiant damage to the attack equal to your CHA mod * The spell slot extended.
Ally-Defensive Fighting Style( I.E Interception, Protection): When you use your reaction on your fighting style, you can expend a spell slot to further bolster the defenses of both you and the ally you protected. Both you and the ally gain a bonus to AC and saving throws equal to the spell slot expend until the start of your next turn.
Level 10: Critical Reclaim
Whenever the Crusader lands a critical hit on a hostile creature, they can choose to reduce the damage of the entire attack in half in order to regain spell slots. For every 10 points of damage reduced, the level of spell slot replenished can be increased by 1. (I.E 0-10 1st level, 11-20 2nd level, 21-30 3rd level, 31-40 4th level.)
The Crusader can only regain a number of spell slots equal to half of their crusader level.
Level 15: Improved Consecrated Warfare
You've reached the near pinnacle of power that the Crusader order has to offer, and developed your fighting style into that of a true zealots. Your further improve your first level fighting style feat:
Offensive Fighting Style: When you land a critical hit, you can give yourself an additional use of your 7th level feature until the end of the next round. Whenever you land an attack using that feature, also deals additional damage equal to the weapon's base damage die as radiant damage.
Self-Defensive Fighting Style: While concentrating on a spell, hostile creatures make the save against your 7th level feature at disadvantage. Additionally, those taunted by you can not make you break concentration on your spells.
Ally-Defensive Fighting Style: When protecting an ally, you can also use a charge of second wind to heal that ally equal to the roll + your fighter level. Additionally, until the end of your next turn, that ally is under the effects of the Warding Bond spell as if you casted it.
Level 18: Crusader's Surge
When you use your Action Surge feature, each weapon attack you make during the additional action can benefit from a different "Smite" spell you know. You can apply a separate Smite spell for each individual attack roll granted by the Action Surge without casting them but expending the necessary spell slots for each as normal. A single attack roll cannot benefit from more than one Smite spell.
Previous Versions
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