5e SRD >Classes >Paladin >Paladin Sacred Oaths >

Oath of the Crusader

Tenets of the Defender

Protect The Weak: The defender will always stand up for those weaker than her, or who she sees being victimized. This applies equally to a child being bullied in the street as it does to an abused slave in the fields, a subject being mistreated by a nobleman, or a customer being taken advantage of by an unscrupulous merchant.

Noble Self-Sacrifice: The defender knows that self-sacrifice is necessary to protect others. She will never hesitate to take a blow meant for another, or offer to put herself in another’s place if it will spare suffering.

Lend Aid And Succor: The defender seeks to protect people from their misfortunes as well as from the sleights of others. She will always stop to lend aid and help where it is needed, from helping a just rebellion to nursing the sick in a plague village.

Inspire Others: The defender believes that while one person can change the world, more help is always better. She will seek to spread her values far and wide at every opportunity and inspire others to take up the stance for righteousness.

Table 8-14: Oath of the Defender Spells
Paladin Level Spells
3rd Protection from Good and Evil, Mage Armor
5th Aid, Lesser Restoration
9th Beacon of Hope, Remove Curse
13th Death Ward, Freedom of Movement
17th Dispel Evil and Good, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two uses of Channel Divinity.

Defend The Weak: As a bonus action you can use your Channel Divinity to increase one physical attribute as though you were the recipient of an Enhance Ability spell. However, you may only use this ability when someone who is weaker than you is in immediate physical danger. The GM is the final arbiter of whether this ability can be used.

Armor of Faith: As an action, you can present your holy symbol or other representation of your devotion and call upon your Channel Divinity ability to grant +2 to the Armor Class of all allied creatures within a 10 ft. radius for 1 minute. You must maintain concentration to sustain this ability once it is called upon.

Channel Divinity

When you take this Oath at 3rd Level, you gain two additional Channel Divinity Options.

Instill Fear: You may call upon a single use of your Channel Divinity to instill fear in a single opponent. This opponent must make a Charisma-based saving throw at your Spell Save DC, or be Frightened for 1d4 minutes.

Mark Foe: By presenting a symbol of your devotion and calling out a foe, you can call upon a use of your Channel Divinity to mark that foe. Until the foe is defeated or you choose to remove the mark, both you and that foe have Advantage on attack rolls against one another.

Crusader’s Aura

Beginning at 7th level, so long as you are conscious, neither you nor any allies within ten feet of you are subject to the Stunned condition.

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

Righteous Fury

Beginning at 18th level, you have advantage on all saving throws against magical effects, and you add both your Dexterity and Charisma modifiers to your AC, regardless of what kind of armor you are wearing.

Unstoppable Force

At 20th level, you gain the Diehard Feat.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.