Fighter
Base Class: Fighter

this subclass of figther follow the teachings of paladins, adapting their tecnics but not being tied by their moral code.

blessed Weapon.

 at level 3 as a bonus action, you can imbue one weapon that you are holding with energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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

Strong Presence.

 You gain proficiency in intimidation or persuasion, your choice.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cruzader  Spellcasting

Spell Slots per Spell Level

Level

Spells Known

1st

2nd

3rd

4th

3rd

2

2

-

-

-

4th

3

3

-

-

-

5th

4

3

-

-

-

6th

5

3

-

-

-

7th

6

4

2

-

-

8th

7

4

2

-

-

9th

8

4

2

-

-

10th

9

4

3

-

-

11th

10

4

3

-

-

12th

11

4

3

-

-

13th

12

4

3

2

-

14th

13

4

3

2

-

15th

14

4

3

2

-

16th

15

4

3

3

-

17th

16

4

3

3

-

18th

17

4

3

3

-

19th

18

4

3

3

1

20th

19

4

3

3

1

 

Spell Slots

The Crusader Spellcasting table shows how many spell slots you have to cast your spells of 3st 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.

Spells Known of 1st Level and Higher

You know 2 1st-level paladin spells list. you learn a new spell of 1st level or higher each time you level up. Each of these spells and must be of a level for which you have spell slots.

Spellcasting Ability

charisma is your spellcasting ability for your paladin spells, since you learn your spells through study and hard training. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your charisma modifier

BATLE CRY

 starting at level 7 As an action you release a powerful cry full of fury ,Each hostile creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

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

AURA OF SECURITY

Starting at 10th level you and friendly creatures within 10 feet of you can't be Frightened or charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

UNSTOPABLE BODY

 at 15th level You have Resistance to bludgeoning, piercing, and slashing damage.

HOLD THE LINE

Starting at 18th level, whenever you will take damage, you can use your reaction to enter an estate of invulnerability, taking no damage until the start of your next turn. Once you use this feature, you must finish a short or Long Rest before you can use it again.

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