Base Class: Fighter
Crusaders are righteous champions of an order. This order can be religious, a cult, or a movement or something else that a society would train a warrior sect to defend it. These fighters with dedicated training have learned to shrug off pain and channel it to defeat enemies that would seek to destroy what they defend. Unlike Paladins who get magical powers from their divine devotion to an Oath, crusaders are zealots who have devoted their lives to training in battle to defeat opposition to their Order.
Devoted Training
When you choose this archetype at 3rd level, you gain proficiency in the following skills: History and Religion.
Diehard
Staring at 3rd level, you've trained to focus your mind to temporarily set aside pain from damage. When damaged you can use your Reaction and go into a state where a portion of any damage taken is delayed to the end of your next turn.
When damaged, the amount of damage you can delay is five times your wisdom modifier. Any damage beyond that comes off your hit points as normal.
Delayed damage = Wisdom Modifier x 5
When healed for any reason, you choose if it affects your hit points or your delayed damage. You can choose to heal from either. Any Conditions tied to an attack, such as poison or stun, still affect you as normal, and their effects are not delayed by this ability.
For example, if you are bitten by a venomous spider, you must attempt a constitution saving throw against the poison immediately, even though the bite damage is delayed. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
Painful Retribution
Each attack that strikes you only pushes you onward to greater glory. You can now channel the pain of your injuries into a furious blow lashing back at your enemies.
Once per turn, when you hit a creature with a weapon attack, you can gain a bonus to the damage roll equal to half the current value of your delayed damage (see Diehard).
You gain an additional use of this ability per turn at 10th and 18th level.
Courageous Recuperation
On reaching 7th level, your ability to keep fighting inspires your allies. When using your Second Wind feature, any allied creatures within 30 feet of you gains advantage on their next attack, ability check or saving throw, provided they can see you.
Mettle
Relentless Resolve
Starting at 15th level, you have learned to channel your resolve to remove conditions your suffering from.
At the start of your turn, you can expend a Hit Die for each effect that is currently affecting you that allows for a Saving Throw. You immediately make a new saving throw to resolve the effect.
Final Blow
Starting at 18th level, your resolve is unmatched and even in the face of death you will not go down with out a fight.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and can use your reaction to immediately make one melee weapon attack against all adjacent enemies. If successful the damage from your Painful Retribution feature is doubled for this attack.
At the end of this attack you're considered stunned until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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