Crusader

A mekanobe crusader

Strong are they as is their armor, crusaders charge into the fray with a brave heart to protect their allies and punish their foes.

Heavily armored, these Crusaders prefer to be in the thick of the battle, drawing fire away from their allies.

## Features

### Crusader’s Training

You gain proficiency in all *armor* types, *shields* and all *heavy weapons*.

Additionally you gain the following ability:

> ***Battle Hardened*** - You gain 2 additional hit points per Crusader feature that your character has access to.
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### Paladin’s Aura

Honor compels you to guide your allies and lead them out of harm's way.  You gain the following ability:

> ***Paladin’s Aura*** - All your allies (excluding yourself) within 10ft gain a bonus equal to your proficiency bonus to any saving throw they make.
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### Force Shield

You are an expert in protecting your allies and yourself. You gain the two following abilities:

> ***Force Shield*** - While using any type of shield or heavy weapon, you gain +1 AC.
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> ***Force Field*** (reaction)  - When a friendly creature is attacked, you may use your reaction to redirect this attack to you and may swap places with this creature if it is willing. Until the end of your next turn, you provide full cover to this creature from incoming attack rolls from any creatures as long as you are in the line of attack.  This friendly creature or the attacking creature must be within 5ft of you in order for you to provide this cover.
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### Taunt

Your presence is hard to miss. You can taunt enemies. You gain the following ability:

> ***Taunt*** (2AP) - You taunt all enemies within 15ft of you. All creatures of your choice must make a wisdom saving throw to  your Crusader DC. If they fail, they are forced to use their action points to use their current weapon to attack you until the end of their next turn. If you are out of their weapon’s optimal range, they will move towards you in the safest way (if) possible.
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### Charging Strike

Into the vanguard, you serve. You gain the following ability:

> ***Overwhelming Charge*** (3AP) - You charge in a line towards a creature within 30ft, the path towards which is not obstructed. The target cannot be closer than 15ft to you for this feature to work. Upon arrival, you make an attack roll with your current weapon, but you lose all your remaining movement speed. If the attack hits, the target must make a strength saving throw to your Charge DC ( 8+ your proficiency bonus + strength modifier). If failed, the target is knocked prone, and it is stunned until the end of its next turn.
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                          ~ DikkBott 乁( ◔ ౪◔)「

### Rebuke

When you take a beating, you’ve learned to beat the enemies up harder. You gain the following ability:

> ***Rebuke*** - Once per turn, when you take damage, you gain one Rebuke charge. You can save charges up to the amount of crusaders features picked. When using a melee weapon you can expend 1 Rebuke charge to add a bonus to your next attack and damage roll equal to your proficiency bonus. These charges only last for 1 minute.
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### Guardian

You protect the innocent. You gain the following ability:

> ***Guardian*** - When you hit an enemy using a Rebuke attack, they must spend an additional feet of movement speed per foot moved towards one creature of your choice that you can see. You may not pick yourself. Additionally, the enemy can not take any opportunity attacks against this creature. Lasts until the end of your next turn.
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