# Crusader Knight
There are those who wish they could become chosen by the gods to do their bidding, however not everyone can be chosen to be Priests or Champions of gods. This does not mean followers should be discouraged by this rift in their fate, for there are other ways to spread the teachings of their god. A select few of followers who had the talent of combat formed a holy order known as the Crusaders Order. The crusaders are holy soldiers chosen by priests and champions to protect and serve their diety after discussions with the crusader order members. Sometimes if required a crusader knight my have to change their beliefs in their current diety to get chosen for work in the holy department, but it's a last case scenario at best. A crusader knight may not be on the same level as a paladin in terms of magic might and belief, however their fighting prowess and unshakable willpower to protect is what makes them truely a force to be reckoned with.
### Spelcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast holy spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
***Cantrips:*** You learn two cantrips of your choice from the cleric spell list. You learn an additonal cleric cantrips of your choice at 10th level.
***Spell Slots:*** The Crusader Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
***Spells Known of 1st-Level and Higher:*** You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list. The Spells Known column of the Crusader Knight Spellcasting table shows when you learn more cleric spells of 1st-level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell gained at 3rd, 8th,14th, and 20th level from any school of magic.
***Spellcasting Ability:*** Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and experience. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
***Spell Save DC*** = 8 + your proficiency bonus + your Wisdom modifier
***Spell Attack Modifier*** = you proficiency bonus + your Wisdom modifier
##### Crusader Knight Spell Table
| Fighter Level | Cantrips Known | Spells Known | 1st| 2nd| 3rd| 4th|
|:----:|:-------------:|:-------------:|:--------------:|:-----------:|:----:|:-----:|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th| 3 | 7 | 4 | 3 | - | - |
| 11th| 3 | 8 | 4 | 3 | - | - |
| 12th| 3 | 8 | 4 | 3 | - | - |
| 13th| 3 | 9 | 4 | 3 | 2 | - |
| 14th| 3 | 10| 4 | 3 | 2 | - |
| 15th| 3 | 10| 4 | 3 | 2 | - |
| 16th| 3 | 11| 4 | 3 | 3 | - |
| 17th| 3 | 11| 4 | 3 | 3 | - |
| 18th| 3 | 11| 4 | 3 | 3 | - |
| 19th| 3 | 12| 4 | 3 | 3 | 1 |
| 20th| 3 | 13| 4 | 3 | 3 | 1 |
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### Symbol of Faith
At the 3rd level, you are given a symbol of your faith in your deity, taking the form of an enchanted flag or a similar object which inspires your allies and discourages foes who can see it. The symbols aura effects friendly creatures and enemies within 10 feet of you who can see it.
You and friendly creatures in the Symbol's aura have advantage on saving throws against being frightened. Enemies who attack a creature in the flags radius must make a Wisdom saving throw against your Spell Save DC. On a failed save, any bludgeoning, piercing or slashing damage that creatures deal is reduced by 2 until the end of it's turn. On a successful save the creature is immune to this effect for 24 hours. Creatures who are blinded automatically succeed on this saving throw.
At 15th level, you and friendly creatures in the aura also gain advantage on saving throws against being charmed or poisoned. They also have resistance to radiant damage. In addition, if an enemy fails it's saving throw, it is also frightened until the end of it's turn.
### War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
### Wind of The Seraph
At 10th level, whenever you cast Cure Wounds, Healing Word, Prayer of Healing, or Mass Healing Word, the Crusader Knight can add an additional 1d6 bonus healing dice on top of the mentioned spells healing. Alternatively a Crusader Knight may consume their Second Wind feature to bolster the bonus healing die from a d6 to a d10.
### Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.