Crusader

Not all holy warriors are paladins and clerics. The Crusader is a relentless warrior who act as the closed fists of a god or gods. While these fighters may have the zeal of a paladin and the devotion of a cleric, they are knights single-minded in their pursuit of justice, and inexorable in the spreading of their faiths. From warrior-monk to missionary to executioner and justicar, the faithful breathe a sigh of relief at the approach of the crusader - while the faithless hold their breath in fear.

Crusader Technique

When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Determination, Juggernaut, Templar. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.

Crusader's Resilience

You have honed your mind and body to levels of resilience higher than most. At 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Flagellant Strikes

At 3rd level, your hatred of your foes has caused you to transform pain into strength. As long as you are below your hit point maximum, you deal additional damage equal to one tenth of your current missing hit points with melee weapon attacks, rounded down (minimum 1). This bonus damage cannot exceed twice your proficiency bonus.

Knight Exemplar

At 3rd level, you become proficient in your choice of one of the following skills: Insight, Intimidation, Persuasion, or Religion.

Additionally, choose which spectrum of the alignment your creed focuses on: Good and Evil, or Chaos and Law. If you spend at least 1 minute observing or interacting with another creature outside combat, you can make a Wisdom (Insight) check with DC equal to their passive Deception. On a success, you learn where the creature falls on the alignment spectrum in regards to the spectrum you chose.

After using this ability on a creature, you may not do so again for 30 days.

Dedication

At 7th level, your zeal, faith, and dedication to your cause grant you unparalleled mental fortitude, scrutiny, and fervor. You gain a bonus on Wisdom saving throws, Wisdom (Insight) checks, and initiative rolls equal to your Charisma modifier (minimum 1).

Call of the Crusade

Also at 10th level, whenever you learn a new Soldiering Knack or replace an existing one, you can choose from Paladin Divine Lessons. Your Fighter levels count as Paladin levels for the purpose of fulfilling prerequisites.

Tireless Zeal

At 10th level, your crusade cannot be stopped. When you would become charmed or frightened or gain a level of fatigue or strife, you can use your reaction and spend 2 focus to prevent it.

Additionally, if you would become paralyzed, petrified, stunned, or unconscious, you can use your reaction and expend half of your maximum focus (rounded down) to prevent it.

Mettle

At 15th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior, such as a white dragon's icy breath or a maddening darkness spell. When you are subjected to an effect that allows you to make a Constitution or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Zealous Champion

Also at 15th level, your zeal and faith allow you to use items even when they are not intended for you. You count as a cleric and paladin for the requirements on the use of magic items.

Steel Resolve

At 18th level, death can neither frighten you nor prevent you from fighting for your cause. You have resistance to all damage while you are in critical condition (while you have 1/4th or less of your remaining hit points). Additionally, you gain a bonus to your death saving throws equal to your Charisma modifier (minimum 1), and when you make three successful death saving throws, you immediately regain 1 hit point.