Oath of Crusade

Paladins who took the Oath of Crusade are crusaders. Even if not well known by common people and with few members, as they were more common during times of war against fiends and undead, they are an elite force. Mostly independent from the church's' hierarchy. They perform quick and violent raid against all form of evil or take a grand quest to follow a vision, and can leave for years to destroy a specific evil. They are the most violent and fierce of all paladins. Some can even go too far and lose themselves into fire and war...

Tenets of the Crusade

A paladin who takes this oath, has the tenets of crusade painfully and intricately seared onto his back in celestial.

Purge. A crusader must purge his foes : undead, fiend, heretics, criminals. With his weapon or with fire, never letting any alive.

Root Out All Evil. Even the greatest of evil's started small. Show no mercy and cut evil at its root before its spread. If need be, claim life, regardless of age, social origin, or belonging to an order.

The Greater Good. The needs of the many outweigh the needs of the few. If you need to burn a village to stop a plague you shall.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Crusade spells

Paladin level Spells 3rd hunter's mark, burning hands 5th branding smite, scorching ray 9th crusader's mantle, fireball 13th fire shield (only warm shield), wall of fire 17th flame strike, dawn

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options :

Sacred Fire. As a action, you welcome the Sacred Fire in you : a pale yellow flame that burns inside your chest, using your Channel Divinity. For 1 minute, any fire damage that you inflict with your spells or magic items becomes radiant damage.

Zealous Accusation. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. You force a number of creatures equal to your Charisma modifier (minimum of 1), that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Fiend and undead have disadvantage on all saving throws from this abitlity.

Aura of Brutality

Starting at 7th level, the death of your foes by your hands fills you with deep satisfaction and power, reassuring your allies that you are on their side and terrifying your enemies.

Once a turn, when you reduce a hostile creature with a CR of 1/8 or above, to 0 hit points, you, allies and ennemies within 10 feet of you in every direction but not through total cover are affected by these effects :

You and your allies regain hit points equal to 1d4 + your Charisma modifier (with a minimum of 1 hit point).

Hostile creatures must succeed a Wisdom saving throw or be frightened of you until the end of its next turn.

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

Unrelenting

Starting at 15th level, your faith keeps you alive when your body fails.

When you are reduced to 0 hit points, you drop to 1 hit point instead. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

Champion of Battle

At 20th level, you gain the ability to harness extraordinary power through your zeal.

As an action, you can magically become an avatar of battle, gaining the following benefits for 1 minute :

You have resistance to all damage.

You gain the benefits of Sacred Fire without expanding a Channel Divinity use.

When you take the Attack action on your turn, you can make one additional attack as part of that action.

The first time you use this ability, you suffer no adverse effect. If you use this feature again before you finish a long rest, you suffer 2 exhaustion level. In addition, exhaustion effects are temporarily suspended while using this ability.