Identity
The Crusader is the Federation's iconic sworn-blade. Where a Halcyion Tech-Priest tends the machine-chapel, the Crusader rides out from it. The oath is taken at the altar of the First Light, witnessed by an ecclesiastical officer, and binds the paladin to three obligations: defend the Federation's faithful, advance the Light into the dark places of the galaxy, and never strike from concealment against an enemy who has not first earned that treatment. The oath does not require the Crusader to be kind. It requires them to be straight.
Features
- L3 Oath of the Crusader
**Oath Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • Paladin level 3: **Spark** (cantrip), **Sun's Touch** (1st) • Paladin level 5: **Cauterize** (2nd), **Searing Light** (2nd) • Paladin level 9: **Solar Burst** (3rd) • Paladin level 13: **Wall of Flame** (4th) • Paladin level 17: **Sun Lance** (5th) **Channel Divinity: Holy Brand.** As a bonus action, you present your holy symbol or oath-token and designate a creature you can see within 60 ft as your Branded Quarry. For 1 minute (or until you are incapacitated or use this feature again), the target emits a faint corona of Rift-light visible to all who can see it. Allies have advantage on attack rolls against the Branded Quarry, and the quarry cannot benefit from being invisible, in dim light, or in magical darkness as concealment against you or your allies. A creature must succeed on a Charisma saving throw against your channel save DC to attempt to leave the Branded Quarry's line of sight for more than 1 round; on a failure, it is compelled to remain visible. **Channel Divinity: Crusader's Oath.** As an action, you speak the binding clause of your oath. Each ally within 30 ft of you who can hear you gains +2 to attack rolls and saving throws until the end of your next turn.
- L7 Aura of Faith
You emanate a steadying corona. Each ally within 10 ft of you who can see or hear you adds your Charisma modifier (minimum +1) to saving throws against being Frightened or Charmed. At paladin level 18, the aura's range increases to 30 ft.
- L11 Crusader's Charge
When you take the Attack action on your turn, you can move up to 30 ft as part of the same action — before, between, or after your attacks — without provoking opportunity attacks from creatures you move past. The first attack you make during a Crusader's Charge that hits adds +1d8 radiant damage to its damage roll. Once you use this feature, you must finish a short or long rest before you can use it again.
- L15 Unbreakable Faith
You are immune to the Frightened condition. Additionally, as a reaction when an ally within 30 ft of you would be Frightened or fails a save against being Frightened, you can grant them immunity to Frightened for 1 minute and end any Frightened condition currently on them. You can use this reaction a number of times equal to your Charisma modifier per long rest (minimum 1).
- L18 Crusader's Apotheosis
Once per long rest, as a bonus action, you manifest a **Rift-Light Avatar** form for 1 minute. While transformed: • You gain temporary HP equal to your paladin level + your Charisma modifier at the moment of activation, and again at the start of each of your turns (do not stack). • You have advantage on attack rolls. • You shed bright light in a 30-ft radius and dim light for an additional 30 ft; you and your weapons appear haloed in Rift-light. • Each ally within 30 ft of you regains HP equal to your Charisma modifier (minimum 1) at the start of each of their turns. • Your melee weapon attacks deal an additional 1d8 radiant damage on a hit. The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.