Paladin
Base Class: Paladin

The tenants of the crusader are plain and simple, embracing the purity of a lifelong crusade, and enshrining it's ever constant struggles in a mantra, heard on the lips of all its adherents.


      NEVER TIRE. Your journey will be long, your foes will be many, your wounds will be grievous, but you must press on in the face of adversity; resting must never be a break in your duty, only a pause.

      NEVER YIELD. When faced with any of the foes against which you are sworn you cannot give a inch; your crusade brought you to them, to back down would be to disgrace the journey.

      NEVER FORGET. This journey is for a lifetime, while some crusader's quests may be bright, brief flares of virtue, yours may soften to embers over an age; do not allow the fire to die, do not let your years dull the heat.

 

 

 

Channel Divinity

Stalwart Crusader. As an action, you harken back to your weary days on the trail spent pursuing your goals and redouble your determination, using your Channel Divinity. For 1 minute, you become immune to being knocked prone by any source, unless you choose to be knocked prone, and treat difficult terrain as normal terrain.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Weight of the Years. As an action, you present your holy symbol and speak a prayer questioning the resolve of humanoids, using your Channel Divinity. Choose one humanoid within 10 feet that can see or hear you, that creature must make a Wisdom saving throw. If the creature fails its saving throw, it is knocked prone.

Last to Fall

Beginning at 7th level, your determination and resilience have firmly established you as a bulwark, a bastion against the tide. Ever the last to back down, the last to give in, your figure, proudly weathering the storm of foes is a beacon of hope to all those that believe in you. Friendly creatures within 10 feet of you automatically stabilise at 1 HP at the end of their turns if they have fallen unconscious.

At 18th level, the range of this aura increases to 30 feet.

The Price of the Journey

Starting at 15th level, during a Long Rest, instead of recovering HP, you can choose to enter a deep meditative state and think on the cost of your quest so far. Recover no hit points, but for every point of missing HP gain one temporary hit point; if your temporary hit point total exceeds 35, gain resistance to a damage type of your choice until your next short rest.

At Any Cost

At 20th level, as a reaction upon reaching 0 HP, you may enter an avatar state of part-life; fierce blows strike you yet you do not stumble, blood pours from your wounds, yet you pay them no mind, harsh magics sear at your clothes, yet you do not fall.

Begin recording all damage inflicted upon you beyond 0 HP, but do not take damage. You are immune to all conditions in this state. At the end of 5 rounds, fall unconcious at 0 HP, and make a death saving throw for every 25 HP avoided while in your avatar state.

Oath Of The Crusader Image

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