Base Class: Fighter
You wield your mace high to the sky, calling down beams of fire and light. Your foes run and your allies charge, cheering your name. You are their inspiration and idol. You are a Crusader.
Spellcasting
Spell Slots
The Crusader Spellcasting table shows how many spell slots you have to cast your cleric and paladin 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.
Preparing and Casting Spells
The spellcasting table shows how many spell slots you have to cast your cleric or paladin 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 or paladin spells that are available for you to cast, choosing from the cleric or paladin spell list. When you do so, choose a number of cleric or paladin spells equal to your Wisdom modifier + half your fighter level (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.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric and paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability.
Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack mod = proficiency bonus + Charisma modifier
Healing Light
At 3rd level, you have a pool of d6s that you can spend to heal others. The number of dice in the pool equals 1 + half your fighter level (rounded down).
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Rise of the fallen
At 3rd level, you learn the spare the dying cantrip and can be used at a range of 30 feet. When you cast this spell on a creature who is dying or stabilized, they regain 1 hit point.
If you already know the spare the dying cantrip, then you may choose to learn another cantrip from the cleric spell list instead.
Holy Warrior
At 7th level, once per round when you hit with a weapon attack using the attack action, you may choose a single creature within 30 feet of you to gain Divine Blessing until the start of your next turn. Only one creature may have a Divine Blessing on them at a time. If you fall unconscious then Divine Blessing fades and has no affect. Also, all weapon attacks you make are considered magical for the purposes of bypassing resistances and immunities to nonmagical weapons.
Divine Blessing:
- Resistance to all bludgeoning, piercing, and slashing damage.
- They gain a +1 to all spell and weapon attack rolls.
- All weapon attacks are considered magical for the purposes of bypassing resistances and immunities to nonmagical weapons.
Born Leader
At 10th level, you gain proficiency in two skills of your choice from: Persuasion, Deception, Intimidation, and Insight.
Deception
You gain proficiency in the Charisma (Deception) skill.
Insight
You gain proficiency in the Wisdom (Insight) skill.
Intimidation
You gain proficiency in the Charisma (Intimidation) skill.
Persuasion
You gain proficiency in the Charisma (Persuasion) skill.
Light's Recovery
At 15th level, you regain all expended dice of Healing Light when you finish a short or long rest.
Crusade!
At level 18, when you action surge, all creatures within 30 feet of you gain temporary hit points equal to your Fighter level. So long as these temporary hit points last, a creature benefits from your Divine Blessing feature and has resistance to all damage.
Additionally, you may now give yourself your Divine Blessing through the Holy Warrior trait and not just allies.
Previous Versions
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