Base Class: Paladin
In taking this oath, the Paladin swears to devote their adventuring career to their Deity's Crusade, which is revealed to the Paladin immediately prior to swearing the Oath. The crusade may be as broad as "Remove the scourge of undead throughout the lands and realms" or as specific as "End the emerging threat of Mephistopheles entering the Prime Material Plane."
The Crusade is intended to encompass the bulk of the Paladin's career, and will remain as the prime motivator for the Paladin's actions. While this does not enslave the Paladin to a single prescribed course of action, every major endeavor of the Paladin should advance the cause of the Crusade lest the Paladin fall afoul of his God. Punishment for failing to advance the cause may be as slight as a scolding visitation from a divine emissary to a stripping of the Paladin's powers and permanent banishment from the order, depending on the nature of the transgression.
These Paladins share the following tenets:
- Serve your God in all you do
- Your faith will see you to victory
- Be relentless in your Crusade
Level 3: Vow of Enmity
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Level 3: Weapon of the Righteous
When you take the Attack action, you can expend one use of your Channel Divinity to call upon your Deity to imbue your weapon with His power. You add your Charisma bonus to your weapon's to hit and damage rolls for 1 minute or until you use this feature again.
Level 3: Healing Light
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Paladin level.
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest.
Level 3: Oath of the Crusader Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Crusader Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Eldritch Blast, Expeditious Retreat, Magic Missile |
| 5 | Guidance, Misty Step, Shatter |
| 9 | Toll the Dead, Haste, Fireball |
| 13 | Sacred Flame, Fly, Ice Storm |
| 17 | Sorcerous Burst, Dimension Door, Jallarzi's Storm of Radiance |
Level 7: Aura of Elemental Shielding
Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.
At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).
Level 15: Smite of Cleansing
Your Divine Smite now bursts with power. Whenever you cast Divine Smite, you hit all enemies within your Paladin Aura with 1d8 plus your Charisma bonus of radiant damage.
Smite of Cleansing
Crusader Smite
Level 20: Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
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Posted Aug 2, 2026Hey! I took a look at this, and I think that there are some cool features--the ability to strike all enemies within your aura when you cast Divine Smite is very nifty, and a shifting resistance for yourself and allies inside that aura is a powerful defensive tool. I think Vow of Enmity and Weapon of Righteousness overlap a bit as far as Channel Divinity charge expenditure is concerned, and that is a very limited resource already so it seems inefficient to split these two effects apart. I'd recommend keeping Weapon of the Righteous and adding something else to it (such as the ability to retaliate against enemies that attack you with a Reaction), so that your "Crusader" theme feels a bit more like you're an instrument of battle cutting down every foe before them, rather than a vengeful single-target focused striker. I also think you should revisit the spell list to give it more cohesion to the Crusader theme. I'd recommend against Eldritch Blast solely because it is such a powerful tool that, more often than not, will eclipse the paladin's melee offense and detract from his role as a front-line tank. I think it's a solid start, just needs a little more tweaking!