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CRUSADER SPELLS

Cantrips (0 Level)

Guidance

Light

Mending

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

 

1st Level

Bless

Command

Compelled Duel

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from

Evil and Good

Purify Food and Drink

Searing Smite

Shield of Faith

Thunderous Smite

Wrathful Smite

 

2nd Level

Aid

Branding Smite

Find Steed

Lesser Restoration

Locate Object

Magic Weapon

Protection from Poison

Zone of Truth

 

3rd Level

Aura of Vitality

Blinding Smite

Create Food and Water

Crusader's Mantle

Daylight

Dispel Magic

Elemental Weapon

Magic Circle

Remove Curse

Revivify

 

4th Level

Aura of Life

Aura of Purity

Banishment

Death Ward

Locate Creature

Staggering Smite

 

5th Level

Banishing Smite

Circle of Power

Destructive Wave

Geas

Raise Dead

CRUSADER

Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

QUICK BUILD

You can make a crusader quickly by following these suggestions. First Willpower should be your highest attribute score, followed by Strength. Second, choose the noble background.

 

CLASS FEATURES

As a crusader, you gain the following class features:

 

HIT POINTS

Hit Dice: 1d10 per crusader level

Hit Points at 1st Level: 10 + your Endurance modifier

Hit Points At higher levels: 1d10 (or 6) + your Endurance modifier per crusader level after 1st.

 

PROFICIENCIES

Armor: Light armor, Medium Armor, Shield

Weapons: Blunt, Hand-to-Hand, Marksman, Short Blade

Tools: None

 

Saving Throws: Personality, Willpower

Skills: Pick two from: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

 

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a blunt weapon and a shield or (b) any two short blade weapons

  • (a) scale mail or (b) leather armor

  • (a) a light crossbow and 20 bolts or (b) any weapon you are proficient in

  • (a) a priest's pack or (b) an explorer's pack

 

DIVINE SENSE

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial (aedra), fiend (daedra), or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

    You can use this feature a number of times equal to 1 + your Willpower modifier. When you finish a long rest, you regain all expended uses.

 

FIGHTING STYLE

You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

ARCHERY

You gain +2 bonus to your attack rolls you make with ranged weapons.

 

DEFENSE

While wearing armor, you gain +1 bonus to AC.

 

DUELING

When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.

 

GREAT WEAPON FIGHTING

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 

PROTECTION

When a creature you can see attacks a target other than you that is withing 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 

SPELLCASTING

At 2nd level, you have learned to draw magic through meditation and prayer to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the crusader spell list.

 

CANTRIPS

You know three cantrips of your choice from the crusader spell list. You learn additional crusader cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Crusader table.

 

PREPARING AND CASTING SPELLS

The Crusader table shows how much magicka you have to cast your crusader spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table found in chapter 10. You regain all expended magicka when you finish a long rest.

    You prepare the list of crusader spells that are available for you to cast, choosing from the crusader spell list. When you do so, choose a number of crusader spells equal to your Willpower modifier + your crusader level (minimum of one spell). The spells must be of a level for which you can cast.

    For example, if you are a 3rd-level crusader, you can cast a prepared spell at either 1st or 2nd level. With a Willpower of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it at either 1st or 2nd level. Casting the spell doesn’t remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of crusader spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

SPELLCASTING ATTRIBUTE

Willpower is your spellcasting ability for your crusader spells. You use your Willpower whenever a crusader spell refers to your spellcasting ability. In addition, you use your Willpower modifier when setting the saving throw DC for a crusader spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Willpower modifier

Spell attack modifier = your proficiency bonus +

your Willpower modifier

 

RITUAL CASTING

You can cast a crusader spell as a ritual if that spell has the ritual tag and you have the spell prepared.

DIVINE SMITE

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend magicka to deal lightning damage to the target, in addition to the weapon’s damage.

    The extra damage is 2d8 for a 1st level spell, 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 daedra.

CHANNEL DIVINITY

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. As you gain levels in the Crusader class, you may learn additional effects determined by your Devotion.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Willpower Modifier.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

 

Channel Divinity: Turn Undead

As an action, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

 

DIVINE HEALTH

By 3rd level, the divine magic flowing through you makes you immune to disease.

 

DEVOTION

When you reach 3rd level, you devote yourself by following a way of life that defines you as a Crusader. Now you choose how you are sworn to your deity by becoming either a Healer, Knight, Pilgrim, Templar, or Witch Hunter, all detailed at the end of the class description.

    Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include devotion spells and a Channel Divinity feature.

DEVOTION SPELLS

Each devotion has a list of associated spells. You gain access to these spells at the levels specified in the devotion description. Once you gain access to a devotion spell, you always have it prepared. Devotion spells don't count against the number of spells you can prepare each day.

If you gain a devotion spell that doesn't appear on the crusader spell list, the spell is nonetheless a crusader spell for your.

 

ATTRIBUTE SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

 

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

AURA OF PROTECTION

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Willpower modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

 

AURA OF COURAGE

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

 

IMPROVED DIVINE SMITE

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 shock damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

 

BANE OF EVIL

Starting at 13th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 3 or below.

    The challenge rating threshold increases to 4 when you reach 17th level.

If you are able to repel fiends as well as undead with your Channel Divinity feature, any fiends that fail their saving throw, and meet the challenge rating threshold mentioned above, are instantly banished back to their plane of Oblivion.

 

CLEANSING TOUCH

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

    You can use this feature a number of times equal to your Willpower modifier (a minimum of once). You regain expended uses when you finish a long rest.

 

DEVOTIONS

Becoming a crusader involves taking vows that commit the crusader to the cause of righteousness, an active path of fighting wickedness. Their final devotion is the culmination of all the crusader's training.

 

HEALER                                                                          

Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.

    Harnessing powerful magic, healers control a form of restorative potential far beyond the scope of most clerics and priests. This intense effectiveness comes from years of study, a passion for benevolence, and perhaps blessed by the divines, healers

 

DEVOTION SPELLS

You gain devotion spells at the crusader levels listed.

 

HEALER DEVOTION SPELLS

Crusader Level    Spells

3rd                          Create or Destroy Water, Healing Word                           

5th                          Enhance Ability, Prayer of Healing

9th                          Beacon of Hope, Mass Healing Word                                 

13th                         Freedom of Movement, Stoneskin

17th                         Mass Cure Wounds, Greater Restoration                          

SUPERIOR RESTORATION

At 3rd level, your superior knowledge in the healing arts allows you to cast powerful spells above your skill level. Choose one 2nd-level spell from your Crusader Spell list and Healer Devotion Spells. You can cast this unique spell once without expending any magicka. You must finish a long rest before you can do so again.

    This spell does not count against your number of prepared spell and you can't cast this spell using magicka unless you have it prepared and it is of a spell level you can cast. When you reach 11th level, you can choose a spell from the Superior Restoration Spells list.

    At higher levels, you gain more spells of your choice that can be cast in this way: one 3rd-level spell at 5th level, one 4th-level spell at 7th level, one 5th-level spell at 9th level, you learn one 6th-level spell at 11th level, one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.

    You regain all uses of your Superior Restoration spells when you finish a long rest.

 

SUPERIOR RESTORATION SPELLS

Spell Level      Spells

6th                    Find the Path, Forbiddance, Harm, Heal, Planar Ally,         

                          True Seeing, Word of Recall

7th                     Conjure Celestial, Divine Word, Plane Shift, Regenerate,    

                           Resurrection

8th                     Antimagic Field, Control Weather, Earthquake,                   

                           Holy Aura

9th                     Foresight, Mass Heal, Gate, True Ressurection                     

 

CHANNEL DIVINITY

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

    Preserve Life. You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your Crusader level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on the undead or a construct.

    Protection from Harm. You can use your Channel Divinity to protect yourself form harm. When you are directly attacked with a weapon or a harmful spell, you can use a reaction to create a magical ward that gives you resistance to all types of damage until the start of your next turn.

 

AURA OF WARDING

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

 

DIVINE SMITE: FIRE

At 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with fire damage instead of lightning.

 

BLESSED HEALER

At 15th level, your life essence is imbued with healing energy that you can use to heal yourself and other creatures. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to 5d6 hit points (your choice). You have a total pool of 15d6 you can expend. Subtract the dice you use with each touch from that total.

    You regain all expended dice from your pool when you finish a long rest.

 

ELDER CHAMPION

At 20th level, you can assume the form of your deity, taking on their appearance, as you choose.

    Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead.

  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your spells and Channel Divinity options.

    Once you use this feature, you can’t use it again until you finish a long rest.

 

 

KNIGHT                                                                          

Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.

    Knights are warriors who pledge service to rulers, religious orders, and noble causes. They are known for their moralistic nature and principled behavior, pledging their honor to those who share their righteous endeavors.

 

KNIGHT TRAINING

When you choose this devotion at 3rd level, you gain the following proficiencies:

Armor: Heavy Armor

Weapons: Axe and Long Blade

Skills: Athletics and Persuasion

Tools: Smith's Tools

 

DEVOTION SPELLS

You gain devotion spells at the crusader levels listed.

 

KNIGHT DEVOTION SPELLS

Crusader Level    Spells

3rd                          Sanctuary, Shield of Faith                                                   

5th                          Calm Emotions, Warding Bond

9th                          Glyph of Warding, Spirit Guardians                                  

13th                         Guardian of Faith, Diviniation

17th                         Flame Strike, Hallow                                                            

CHANNEL DIVINITY

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

    Champion Challenge. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Willpower saving throw. On a failed save, a creature can't willingly move more than 30 feet from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

    War God's Blessing. You can use your Channel Divinity to guide your allies attacks with supernatural accuracy When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

DIVINE ALLEGIANCE

At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

 

DIVINE SMITE: FORCE

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with force damage instead of lightning.

 

UNYIELDING SPIRIT

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

 

EXALTED CHAMPION

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

  • Your allies have advantage on death saving throws while within 30 feet of you.

  • You have advantage on Willpower saving throws, as do your allies within 30 feet of you.

    This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

 

 

PILGRIM                                                                         

Pilgrims are travelers and wayfarers who are constantly on the move, seeking out truth and enlightenment. Being immersed in new cultures and always surrounding themselves with new ideas keeps their minds and hearts open.

    They are well-versed in tomes of old, and get through life by bartering in the market or persuading the weak-minded. Pilgrims are naturally charismatic and their travels bring fascinating stories to tell. Their journeys can also bring out a nefarious side. The inability to lay down roots and build long lasting relationships can cause a person to grow cold and self-indulgent. Some pilgrims find themselves akin to snake-oil salesmen, profiting off of shams or deceit before moving on to the next mark.

 

DEVOTION SPELLS

You gain devotion spells at the crusader levels listed.

 

PILGRIM DEVOTION SPELLS

Crusader Level      Spells

3rd                            Inflict Wounds, Charm Person                                         

5th                            Augury, Blindness/Deafness

9th                            Clairvoyance, Tongues                                                       

13th                           Dimension Door, Greater Invisibility

17th                           Commune, Dominate Person                                           

BONUS PROFICIENCY

When you choose this devotion at 3rd level, you gain proficiency in History, Stealth, Thieves' Tools, and either a Musical Instrument or an Artisan's Tools of your choice.

 

CHANNEL DIVINITY

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

    Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Knowledge of the Ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

 

CHANNEL DIVINITY: READ THOUGHTS

At 7th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

    As an action, choose one creature that you can see within 60 feet of you. That creature must make a Willpower saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

    If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

    During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending any magicka. The target automatically fails its saving throw against the spell.

 

DIVINE SMITE: POISON

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with poison damage instead of shock.

 

AURA OF VALOR

Starting at 15th level, you and friendly creatures within 10 feet of you add your Willpower modifier to their attack rolls.

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

 

DILETTANTE CHAMPION

At 20th level, you draw on your diverse experience to amplify your expertise. You can use your action to gain the following benefits for 1 hour.

  • You add your Willpower modifier to your weapon damage rolls.

  • Your AC increases by an amount equal to your Willpower modifier.

  • As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half of your Willpower modifier, rounded up (minimum of 1) within 30 feet of you that can see or hear you.

This affect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

 

 

TEMPLAR                                                                       

Templars are resolute devotees of the light who have sworn to help the sick and protect the weak. These traveling knights call upon the powers of light and the burning sun to smite their enemies, defend their allies, and heal the sick.

    Those that follow Stendarr are priests that clothe themselves in his righteous aura of blessed light. They are worshipers who renounce all forms of violence and freely spread knowledge of cleansing and healing rituals. Following the word of Stendarr, they seek out abominations and unnatural profanities that are abhorrent in their eyes. Purging daedra, undead, Hircines man-beasts, and Molag Bal's vampires from the Mundus.

    Templars in accord with Meridia have similar goals. They relentlessly pursue the undead, cleansing risen corpses whose rotting bodies persist with a loathsome and unnatural vigor, and the vampires that feast upon honest citizens.

 

DEVOTION SPELLS

You gain devotion spells at the crusader levels listed.

 

TEMPLAR DEVOTION SPELLS

Crusader Level      Spells

3rd                            Guiding Bolt, Hellish Rebuke                                            

5th                            Gentle Repose, Spiritual Weapon

9th                            Haste, Glyph of Warding                                                   

13th                           Fire Shield, Otiluke's Resilient Sphere

17th                           Antilife Shell, Destructive Wave                                       

BONUS PROFICIENCY

At 3rd level, you become proficient in heavy armor and land vehicles.

 

SUNLIGHT MASTERY

When you choose this devotion at 3rd level, you gain mastery with the effects of sunlight. Whenever you cast a spell that deals radiant damage, you can add your Willpower modifier to the damage. This amount is doubled against an undead creature.

 

CHANNEL DIVINITY

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

    Radiance of Dawn. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

    As an action, you conjure a burst of light and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make an Endurance saving throw. A creature takes radiant damage equal to 2d10 + your Crusader level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

    Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Willpower modifier (minimum of 1) if it has no more than half of its hit points.

 

WARDING FLARE

Starting at 7th level, you can interpose divine light between your allies and an attacking enemy. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

    You can use this feature a number of times equal to your Willpower modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

DIVINE SMITE: RADIANT

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with radiant damage instead of lightning.

 

RADIANT RESILIENCE

Starting at 15th level, you gain temporary hit points whenever you finish a long or short rest. These temporary hit points equal your Crusader level + your Willpower modifier. Additionally, choose up to five creatures you can see at the end of your rest. Those creatures gain temporary hit points equal to half your Crusader level + your Willpower modifier.

 

SUN SHIELD

At 20th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

    If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Willpower modifier.

 

 

WITCH HUNTER                                                           

Witch hunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.

DEVOTION SPELLS

You gain devotion spells at the crusader levels listed.

 

WITCH HUNTER DEVOTION SPELLS

Crusader Level      Spells

3rd                            Bane, Hunter's Mark                                                          

5th                            Hold Person, Spiritual Weapon

9th                            Bestow Curse, Speak with Dead                                        

13th                           Banishment, Elemental Bane

17th                           Hold Monster, Scrying                                                       

WITCH HUNTER TRAINING

When you choose this devotion at 3rd level, you gain proficiency in Survival and with the Tinker's Tools.

 

FAVORED ENEMY

Beginning at 3rd level, you have significant experience studying, tracking, and hunting evil creatures.

    Choose a type of favored enemy: fiends, shapeshifters, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Willpower (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

    When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

    The additional damage increases to +4 against your chosen favored enemy when you reach 11th level.

 

CHANNEL DIVINITY

When you choose this devotion at 3rd level, you gain the following Channel Divinity options.

    Destructive Wrath. You can use your Channel Divinity to wield the power of destruction with unchecked ferocity.

    When you cast a Destruction spell, you can use your Channel Divinity to deal maximum damage, instead of rolling. You must choose to use this feature prior to rolling the damage dealt.

    Turn Evil. When you use your Channel Divinity to Turn Undead, you also attempt to turn any fiends that are within range.

    All fiends and undead that can see or hear you within 30 feet of you must make a Willpower saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    Additionally, all fiends and undead within 30 feet of you immediately take fire damage equal to half your Crusader level + your Willpower Modifier on a failed save, and half as much on a successful one.

 

POTENT SPELLCASTING

Starting at 7th level, you add your Willpower modifier to the damage you deal with any cantrip.

 

DIVINE SMITE: NECROTIC

Also at 7th level, whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with necrotic damage instead of lightning.

PURITY OF SPIRIT

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

 

CIRCLE OF PROTECTION

Starting at 20th level, you can use an action to brand the earth with a 15-foot radius rune of protection, imposing disadvantage to all attacks made against you and any of your allies within the circle. The circle lasts until a new Circle of Protection is created.

    Additionally, the first time any fiend or undead creatures enters the circle or starts its turn there during a battle, the creature must succeed a Willpower saving throw or become frightened for 1 minute or until it takes any damage. Attack rolls against a frightened creature have advantage.

    Once you use this feature, you can't use it again until you finish a long rest.

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