Fighter
Base Class: Fighter

The archetypal Crusader is devoted to the worship and doctrine of a divine power.  Crusaders form the militant arm of a given faith and are primarily focused on the defense of the clergy, holy sites, and worshippers of their faith.   Crusaders undergo both religious and combat training, focused on the spiritual needs and physical rigors of soldiering on the battlefield.  They differ from paladin’s in that a Crusader is a warrior who has embraced the tenants and dogma of their faith and is sworn to defend this faith from its adversaries.  Paladins swear sacred oaths which may or may not have include devotion to a specific deity.  Crusaders report directly to the high clergy of their faith and have less operational latitude than a paladin of the same faith.  Paladin’s operates with greater independence and are viewed as equals of the higher clergy.  This can lead to tension between Paladins and Crusaders of the same faith, Paladins are known to engage in quests supporting their faith quite frequently and often serve as public figures for the faith, Crusaders are occasionally tasked to perform a quest and rarely take on a public role representing their faith.  Crusaders focus on defense of the faith, the clergy and sacred fortifications or sites, in addition to the occasional offensive strike against an adversarial force.  Their role is focused on the battlefield in its numerous forms.  Their devotion was answered by their deity, for they are granted divine power to aid themselves and their fellow comrades in combat.

Divine Calling

When you choose this subclass at 3rd level, choose a domain from your chosen deity's list of eligible domains.

Spellcasting

Starting at 3rd level, you gain the ability cast spells.

  • 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.
  • Preparing and Casting Spells. The Crusader Spellcasting table shows how many spell slots you have to cast your 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (minimum one) plus half of your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

  • Domain Spells. Starting at 3rd level, you gain one 1st-level spell from the domain spell list for your chosen domain. You gain another spell from your domain spell list when you reach 7th level, and again at 10th, 13th, 16th and 19th level. Each of these spells can come from any school of magic, but must be of a level for which you have spell slots.

Once you gain a domain spell, you always have it prepared, and it does not count as the number of spells you can prepare each day. If you have a domain spell that does not appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Whenever you gain a level in this class, you can replace one of the domain spells you know with another spell of your choice from the domain spell list. The new spell can come from any school of magic, but must be of a level for which you have spell slots.

  • Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells since the power of your spells comes from your devotion to your deity. You use your Wisdom modifier whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

  • Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.

Crusader Spellcasting

 

Fighter
Level

Cantrips
Known

Domain Spells
Known

—Spell Slots per Spell Level—

 

1st

2nd

3rd

4th

 

3rd

2

1

2

—

—

—

 

4th

2

1

3

—

—

—

 

5th

2

1

3

—

—

—

 

6th

2

1

3

—

—

—

 

7th

2

2

4

2

—

—

 

8th

2

2

4

2

—

—

 

9th

2

2

4

2

—

—

 

10th

3

3

4

3

—

—

 

11th

3

3

4

3

—

—

 

12th

3

3

4

3

—

—

 

13th

3

4

4

3

2

—

 

14th

3

4

4

3

2

—

 

15th

3

4

4

3

2

—

 

16th

3

5

4

3

3

—

 

17th

3

5

4

3

3

—

 

18th

3

5

4

3

3

—

 

19th

3

6

4

3

3

1

 

20th

3

6

4

3

3

2

 

Channel Divinity

Channel Divinity

Starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Righteous Strike and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Divinity ability.

When you use your Channel Divinity, you choose which option to use. You must then finish a short rest or long rest before you can use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect, the DC equals your cleric spell save DC.

Channel Divinity: Righteous Strike: When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal damage based on your domain to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. 

Damage Types by Domain

Arcana: Force, Death: Necrotic, Forge: Fire, Grave: Necrotic, Knowledge: Force, Life: Radiant, Light: Radiant, Nature: Lightning, Order: Force, Tempest: Lightning, Trickery: Poison, War: Weapon Type (Magical)

Divine Inspiration

Starting at 3 level you gain proficiency in the Religion skill and can inspire others by reciting holy scripture or chants. To do so, you use a Bonus Action on Your Turn to choose a number of creatures up to your Proficiency Bonus other than yourself within 30 feet of you who can hear you. Those creatures gain one Divine Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Divine Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Divine Inspiration die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time.

You can use this feature a number of times equal to your Proficiency Bonus. You regain any expended uses when you finish a Long Rest.

Your Divine Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 7th Level, a d8 at 12th level, and a d10 at 17th level.

Battlefield Medic

Starting at 3 level you’ve received extensive training in healing arts, you gain proficiency in the medicine skill and when you cast a spell of 1 level or higher to restore hit points to a creature you add your Wisdom modifier (minimum one) to the results.

Avenger's Focus

Beginning at 7 level you can use a bonus action and expend one Divine Inspiration use to bolster the spirit and/or effectiveness of your companions. When you do so, choose a number of creatures up to your proficiency bonus who can see and hear you within 30 feet.   Choose one of the two following effects.

  • Those creatures gain temporary hit points equal to the Divine Inspiration die roll plus your Wisdom Modifier (minimum one).
  • Those creatures are infused with divine energy, while infused each creature (including you) deals extra damage (based on Domain type) equal to a Divine Inspiration die roll and your Wisdom Modifier (minimum one) when it hits with a weapon attack. Once the weapon has expended the divine energy or 1 minute has passed the effect ends.

Resolute Spirit

Starting at 10th level, you, and friendly creatures within 10 feet of you have advantage on savings throws versus the Charmed or Frightened condition.

Armor of Faith

Starting at 15TH level you can become infused with the spirit of your deity, the divine essence coils around your body, shielding you from physical and magical attacks.   As an action you gain resistance to all damage for 1 minute.   Once you use this feature, you cannot use it again until you finish a long rest.

Blood of the Martyr

Beginning at 18 level the blood you shed whilst defending your faith infuses the earth and air around you with divine energy.  Once you receive a wound that results in a loss of hit points you may use your action to gain the following benefits for 1 hour.

  • Your Divine Inspiration uses are fully recharged
  • Your allies have advantage on death saving throws while within 30 feet of you
  • Resolute Spirit extends to all friendly creatures within 30 feet of you
  • You double your proficiency bonus when using Avenger’s Focus
  • Divine Inspiration dice results are doubled if used by creatures within 30 feet of you

 

This effect ends early if you are incapacitated or die. Once you use this feature, you cannot use it again until you finish a long rest.

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