Oath of the Crusader V 4.1

These warriors of god are feared and respected in equal amounts, for their dedication to their holy quests could easily be mistaken for overzealous fanaticism. Crusaders proudly wield this fear as a weapon, and it's been said that when a Crusader's arrival is announced, an immediate surrender follows. Crusaders focus on cleansing the enemies of the faith, and thus these holy knights often use prodigious two handed weapons to met out as much holy righteousness as possible. All Crusaders are destined to adventure, guided by revelation against the evil that plagues the world. To stop questing is to stop being a Crusader. Once taken, their Oath is for life, and the only permissible retirement is in death.

Tenets of the Crusader

The specifics vary according to their god (If they don't have a god, consider them to worship the Light), but all Crusaders share the same unwavering will, steel nerves, and devotion to destroy the forces of evil and accomplish their holy quest.

Ferocity: When light is being consumed by darkness, continue fighting until your final breath.

Root Out All Evil: Even the greatest of evil started small. Show no mercy and cut evil at its root before it spreads. If need be, claim life

Blind Justice: You shall not prefer nobles over the poor, or your family over strangers. Justice is blind and unyielding. It cannot be bought.

Staunch in Faith: Absolution awaits those who take action, even if evil, for their God. Wield your reputation like a blade and have no doubt

Oath Spells

You gain Oath spells at the following levels

Oath of the Crusader Spells

Class Level Spells 3rd detect evil and good, zephyr strike 5th augury, locate object 9th crusader's mantle, haste 13th death ward, divination 17th commune, legend lore

Channel Divinity

When you take this Oath at level 3, you gain the following two Channel Divinity options.

Crusader's Zeal: You steel your faith to overcome evil. As an action, you set your weapon ablaze with a divine fire in a color of your choice that grows fiercer over time, using your Channel Divinity.

For 1 minute, your weapon emits a bright light of 10 feet, and dim light 10 feet beyond that. The bright light and dim light increase by 5 feet each for every successful weapon attack up to a maximum of 30 feet.

For the duration, melee weapon attacks made with it deal an extra 1d6 radiant damage, and it's considered magical for the purposes of overcoming resistances. Once the bright light emitted by the weapon is 30 feet, the 1d6 becomes a 1d8.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

























































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Thanks to Discord of Many Things for helping with revisions.

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Holy Charge: As an action, you imbue yourself with divine speed and durability to charge an enemy of the faith, using your Channel Divinity.

You move up to your speed directly towards a creature you can see, ignoring difficult terrain, but consuming any remaining movement, and make a melee weapon attack against it. This movement provokes opportunity attacks.

You gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

On a successful hit, if you traveled at least 20 feet during this movement, the creature must make a Constitution saving throw or be knocked prone.

Aura of Justice

At 7th level, your great zeal infects allies around you invigorating them with each foe struck.

When you or a friendly creature within 10 feet of you reduces a hostile creature to 0 hit points, the attacker can use its reaction to gain an amount of temporary hit points equal to half your paladin level, rounded down.

At 18th level, the range of this aura increases to 30 feet.

Unrelenting

At 15th level, you grow more ferocious in your crusade to purge away the enemies of the faith- allowing no one to escape divine justice.

Whether your hit or miss, your Holy Charge will now cause your attacks of opportunity to neither require nor consume a reaction until the end of your next turn.