Base Class: Paladin
The crusaders throw live for honor and will only die for glory when their is no other way to protect their allies.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Charge - you can charge in a strait line, If you collide with any creature before ending your charge you can push them along with you, if you manage to push a creature against a surface they take 2d10 bludgeoning damage.
Be Their Shield. Your AC is shared to all allied creatures within 30 ft. If their AC is above your current AC they keep theirs.
Aura of Defense
Beginning at 7th level, your noble crusade inspires you and those around you. You and friendly creatures within 10 feet of you have a +3 to your AC.
At 18th level, the range of this aura increases to 30 feet.
Die For Glory
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to DIE FOR GLORY and take the creature that struck you down with you, reducing its hit points to 0 along with you.
Call to Crusade
At 20th level, you can rally your allies to battle providing healing and utility, bringing out the best in others.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, your allies regain 10 hit points.
- Whenever your allies need to expend a spell slot to cast a spell you can spend your own instead. (Must be of equal level)
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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Coming Soon
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