Crusade, Variant (5e Subclass)
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The archetypal Crusader combines the martial mastery common to all fighters with a god's blessings. Crusaders use thaumaturgical techniques similar to those practiced by Clerics. They focus their study on two of the eight schools of magic: abjuration and evocation spells. Abjuration spells grant an Crusaders additional protection in battle, and evocation spells heal damage to many allies at once, extending the fighter's supports in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping the closeness of a cleric to their gods.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spells. 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 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 cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.
The Spells Known column of the Crusader Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through divine intervention. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
Starting at 3rd level, you can mark a creature as a bonus action for one minute. You can add your wisdom to your attack and damage rolls against the marked creature. In addition, you can turn the damage into radiant or necrotic damage, according to your deity alignment when you roll damage against the marked creature. Once you've used this feature, you need to finish a short or long rest to use it again. At 10th level you can use this feature one additional time, before needing to finish a short or long rest.
Your deity tends towards chaos or evilness, their might grants necrotic prowess to your attacks.
Your deity tends towards law or goodness, their might grants radiant prowess to your attacks.
- Shield Of Gratitude
At 7th level, when you cast a healing spell on a ally, other than yourself, you can grant yourself, as a bonus action, temporary hit points equal to the healed hit points.
- Faith Armor
Starting at 10th level, your faith shields you from all danger, even when you are defenceless. Your armor class cannot go bellow 12 + your wisdom modifier. In addition your AC increases by 1.
At 15th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
- Cross Defender
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.