Holy Crusader
While not as high and mighty as some Paladin or Cleric, Holy Crusaders get the job done. They gain their power through a divine blade or armor and are driven by their ideals to fight corruption and imbalance. Their crusades inspire revolutions and create reforms forged from their flames of passion and quenched in the blood of the oppressors. A Holy Crusader has zero tolerance for corrupt individuals and believes that once moral has been bent it is irreparable.
| Level | Spells |
|---|---|
| 3 | Shield of Faith |
| 5 | Zone of Truth |
| 9 | Crusader’s Mantle |
| 13 | Locate Creature |
| 17 | Holy Weapon |
| Crusade Cause | Effect |
|---|---|
| Expose Corruption | While Crusading, you can see through Illusions as long as they are within 5 ft of you and are Resistant to Psychic damage (Or Immune to Psychic damage if you already are Resistant from your Divine Armor). |
| Fight Evil | While Crusading, you are Immune to the Charmed and Frightened conditions. If you are under either or both conditions they are suppressed for the duration of the Crusade. |
| Correct Injustice | While Crusading, you can make a bonus action attack once per turn. |
Subclass Features
Vigilante Cause Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Divine Armament
You have found or through your dedication to your Vigilante Cause have summoned a Divine Armament to aid your cause. You have the Weapon Mastery or Armor Mastery Properties of your Divine Armament.
Divine Blade: Your Divine Armament takes the form of a Longsword, Rapier, or Shortsword. This item appears to be a hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear.
While the blade exists, it is a +1 magic sword that has the Finesse property and deals Radiant damage in place of other instances of damage. When you hit an Undead with it, that target takes an extra 1D8 Radiant damage.The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 ft. The light is Sunlight.
Divine Armor: Your Divine Armament takes the form of a +1 version of any Light or Medium Armor. While wearing the armor any critical hit becomes a normal hit and you gain Resistance to any one damage type from: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder damage which you can change during the course of a long rest.
The armor cannot rust or become dirty. It emits Bright Light in a 15-foot radius and Dim Light for an additional 15 ft. The light is Sunlight.
Crusade
You can draw forth power from your Divine Armament to aid you in battle. You can use an action to begin your Crusade and choose your cause. For minutes up to your CHA modifier (Minimum 1) you can maintain the Crusade. Your cause determines the effect of your Crusade.
You can Crusade once per long rest or you can regain the use of this feature by expending a second level or higher spell slot (No action required).
Topple the Wicked
You can use an action to denounce a creature you deem to be wicked. You can use a bonus action and target one creature you can see within 60 ft of you and denounce them. For the next minute you deal additional Radiant damage equal to your CHA modifier (Minimum 1) to the target. If you reduce the creature to zero hit points you can denounce another creature within 60 ft of the original target (No action required).
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Supreme Divine Armaments
Your Crusades have charged your Armaments with righteous energy.
Divine Blade: The weapon becomes a +2 version of itself and deals an extra 2D8 Radiant damage to Fiends and Undead.
Divine Armor: The armor becomes a +2 version of itself and can store a Vigilante spell in it that you can store during a long or short rest, expending a spell slot. The spell can be used at a later time using the same casting time.
Crusader
You are always ready to draw forth divine power and fight evil. You can Crusade three times per long rest and can begin a Crusade as a bonus action.
Symbol of Righteousness
You have become a living symbol to combat wickedness. Fueled by your righteousness, your Divine Armaments become legendary implements of righteousness.
Divine Blade: The weapon becomes a +3 version of itself and deals an extra 3D8 Radiant damage to Aberrations, Fiends, and Undead. If you land a critical hit on one of the previous creature types you cast the spell Banishment as part of the attack action without expending a spell slot.
Divine Armor: The armor gives you Immunity to the damage type you choose with your Divine Armament feature. You can use your reaction to change the damage type when you are hit with an attack once per long rest. Aberrations, Fiends, and Undead have disadvantage on attacks and saving throws within the Divine Armor’s Bright Light.
When you use your Crusade feature, you can choose up to six willing creatures to join your cause. They gain the benefits of your Crusade as long as they are within 30 ft of you.