Paladin
Base Class: Paladin

The Oath of the Crusader binds a Paladin to a tenant of law and order. Those who would not practice what they preach are the greatest enemies of the Crusade. A Paladin may take this oath in the light of a holy or unholy church, spending their days purging the land of Heretics who would misuse the grace of the church. A Paladin may take this oath on their own in order to rid the land of Heretics who would lead others to misfortune for their own gain. No matter what reason a Paladin took their oath of the Crusader, Heretics can be found everywhere and must be purged or converted by any means necessary. 

TENETS OF THE CRUSADER

A paladin who takes this oath has the tenets of Inquisition carved into their forearm. No Paladin of Inquisition can ever say they haven't bled for the cause.

Heresy is Everywhere. Anyone who would misuse the ideals of their own laws or doctrines are heretics who must be purged. They can be Heretics of faith, law, family, or magic. All the same they are an abomination to the civilized world. Find Heresy where it sleeps, understand it, then burn away the corruption until there is nothing left. Seek out more Heretics, repeat the cycle.

Guardian of Truth. You will protect the common folk from the corruption of Heresy. You would gladly fight and die for them, many will never know of your sacrifice. To the Inquisition, knowledge is for all people. Secrets must be brought to light even if they shake the foundations of all reality.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Crusader Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Crusader Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Face Your Heresy. You can use your Channel Divinity to punish heretics by forcing them to see their own transgressions. As an action, you force each creature of your choice that you can see within 15 feet of you to make a Wisdom saving throw. On a failed save, a creature is subjected to a series of horrific images from their past and becomes blinded for 1 minute. The blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Sever The Weave. You can use your Channel Divinity to cleave the heretic's connection to the Weave. As an action, you can choose one creature, object, or magical effect up to 30 feet. Any active spell of a level equal or lower to your proficiency bonus on the target ends.

Aura of Disruption

Starting at 7th level, you constantly emanate a disruptive aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When any creatures of your choice within 10 feet of you takes damage and is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

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

Heretic's Bane

You've learned how to chastise anyone who dares wield arcane against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an saving throw against a spell, you can use your reaction to deal 3d6 + your Charisma modifier radiant damage to the creature that forced the saving throw.

Sacred Crusader

At 20th level, manifest a spark of divine. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have advantage on saving throws against spells.
  • You emanate an aura of interference in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Once you use this feature, you can’t use it again until you finish a long rest.

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