Fighter
Base Class: Fighter

Every war needs a champion, a soldier to rally common men to a righteous cause and lead them to victory. The Crusaders are those champions. With holy blades in hand they smite the wicked and send them back to the darkness from where they crept.

No matter the pressures they face they remain strong, finding strength within to keep fighting on while inspiring others to do the same. Even in the midst of battle they can rally their allies, giving them the strength to fight on a little longer. When the Crusader is leading the charge, all of hell will know to fear the divine.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Crusader Spellcasting table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level paladin spells of your choice, two of which you must choose from the abjuration and evocation spells on the paladin spell list.

The Spells Known column of the Crusader Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Crusader Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Divine Smite

At 3rd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.

Zealous Advance

Beginning at 7th level, when you use your second wind class feature or expend a spell slot of second level or higher and as many creatures that is equal to your charisma modifier gain temporary hit points equal to 5 times your fighter level. These creatures must be within 20ft of you.

Blessed Blades

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your offense. If you attack with a weapon you are proficient with your weapon becomes magical for the purpose of overcoming resistances and you can add your charisma modifier to one damage roll per turn. You also have advantage when making melee spell attacks with a weapon that meets this criteria. 

Heretic Slayer

At 15th level,  when an enemy casts a spell within 10ft of you, you can use your reaction to advance and strike them with a melee attack. On a successful attack the target comes under the effect of the silence spell until the end of their next turn.

Champion of the Gods

Starting at 18th level, when you use your action surge class feature you immediately recover all expended spell slots. Additionally you gain resistance to bludgeoning, piercing, slashing and radiant damage while you are not incapacitated .

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