Fighter
Base Class: Fighter

A holy warrior on a divine mission, be it from a God or some equivalently malevolent force, you are a weapon of faith. You have learned to combine the prowess of a blade with the power of near immortal beings, the magic at your fingertips comes not from study and arcane research, but you channel it directly from your divine source of power, the entity you worship in turn only requires you spread your faith and devotion however they see fit.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the powers of the divine. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing Spells of 1st-Level and Higher

Starting at 1st-level, you can prepare three 1st-level cleric spells of your choice, from the cleric spell list.

The Spells Prepared column of the Crusader Spellcasting table shows when you can prepare more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can now prepare up to five spells in any combination of 1st or 2nd level.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in communion or prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, as you channel the divine magic directly from entity you worship. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a crusader spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Crusader Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

Prepared

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Divine Herald

When you choose this martial archetype at 3rd level, your deity grants you the ability to spread your faith in one way or another, whether that be gaining a feel for those you wish to impose your worship on, communicate with a silver tongue in order to sway those around you, or simply recall information surrounding your worship and others beliefs. You gain proficiency in one of the following skills of your choice: Insight, Persuasion, or Religion. Additionally, your proficiency bonus is doubled for any ability check you make that uses that skill.

Insight Expertise

When you choose this martial archetype at 3rd level, your deity grants you the ability to spread your faith in a new way. You gain proficiency in the Insight skill. Granting you an edge on attaining a better feel for those you wish to impose your worship on, whether that be their current religion, if they worship at all, if they wish to hear about your faith, etc.

Additionally, your proficiency bonus is doubled for any ability check you make that uses that skill.

Persuasion Expertise

When you choose this martial archetype at 3rd level, your deity grants you the ability to spread your faith in a new way. You gain proficiency in the Persuasion skill. Granting you an edge on speaking to those around you regarding your religion, gaining an audience to spread the word of your religion, sway those around you to your deities views, etc.

Additionally, your proficiency bonus is doubled for any ability check you make that uses that skill.

Religion Expertise

When you choose this martial archetype at 3rd level, your deity grants you the ability to spread your faith in a new way. You gain proficiency in the Religion skill. Granting you an edge on recalling information regarding your faith, the knowledge surrounding other faiths, insight into buildings or sites dedicated to worship, etc.

Additionally, your proficiency bonus is doubled for any ability check you make that uses that skill.

Sacred Weapon

Beginning at 3rd level, the entity of your devotion smiles upon you and gifts you their weapon of choice. You can cast the spiritual weapon spell at 2nd-level, without expending a spell slot or material components. How the weapon looks each time you use this feature is up to the Dungeon Master and it may change over time.

Once you use this feature, you must finish a short or long rest before you can use it again.

Divine Strike

At 7th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (based on the entity you worship) to the target. When you reach 15th level, the extra damage increases to 2d8.

Solemn Communion

Beginning at 10th level, you gain the ability to speak directly to the entity of your devotion and commune with them. You can cast the commune spell, without expending a spell slot or material components.

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Once you use this feature, you must wait at least 24 hours before you can use it again.

Eternal Crusader

At 15th level, your devotion to the being of your worship ascends to new heights, and your deity bestows upon you a taste of immortality. When you roll initiative and have no uses of your Second Wind feature remaining, you regain any expended uses of that feature.

Additionally, you gain temporary hit points equal to your fighter level.

Sanctity

Starting at 18th level, your deity shed mercy upon you for the deeds you've fulfilled in their name. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Additionally, you have advantage on all death saving throws.

You can’t use this feature again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes