TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Crusader 
  Fully clad in steel plate or heavy chain, the archetypal 
  crusader is a medieval tank walking on two legs. As 
  proficient in dealing punishment as withstanding it, the 
  crusader can slay men and giant beasts alike, and always 
  lives to tell the tale. 
  Steely Resolve 
  Beginning when you choose this archetype at 3rd level, you 
  have a pool of delayed damage that allows you to forestall 
  the effects of your injuries. When you take damage, this 
  damage is added to your delayed damage pool, instead of 
  being subtracted from your hit points. At the end of your 
  turn, you take damage equal to the total stored in your 
  delayed damage pool, which then resets to 0. 
       When you restore hit points, you choose whether it 
  reduces your damage pool, your restores your hit points 
  normally, or both (you can split the amount of healing as 
  you wish). 
       At 3rd level, your delayed damage pool can hold up to 5 
  points of damage. Any damage beyond that comes off your 
  hit points as normal. The maximum damage your pool 
  holds increases by 5 at 6th (10 points), 9th (15 points), 12th 
  (20 points), 15th (25 points), and 18th (30 points.) 
  Furious Counterattack 
  At 3rd level, you gain a bonus to damage on melee attacks 
  equal to your delayed damage pool divided by 5, rounded 
  down. 
  Damage Flush 
  Beginning at 7th level, you can, as a bonus action in your 
  turn, reduce your delayed damage pool to zero without 
  decreasing your current hit points. After using this ability, 
  you must complete a short or long rest before using it 
  again. 
  Die Hard 
  By 7th level, it is exceptionally hard to kill you. You 
  cannot suffer instant death from taking damage exceeding 
  your hit point maximum. In addition, instead of falling 
  unconscious when you are reduced to 0 hit points, you are 
  instead incapacitated and prone. Death and death saving 
  throws otherwise function as normal. 
   
  Impose 
  Starting at 10th level, when a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to change the target of that attack to 
  yourself. This attack has advantage against you. 
  Indomitable Soul 
  At 15th level, you gain advantage on an Intelligence, 
  Wisdom, or Charisma saving throw. After using this 
  ability, you must complete a short or long rest before using 
  it again. 
       Additionally, you have advantage on saving throws 
  against being charmed or frightened.. 
  Damage Flush 
  Beginning at 18th level, you can use Damage Flush a 
  number of times equal to your Constitution modifier. When 
  you do so, you can also end either one disease or one 
  condition afflicting you. The condition can be blinded, 
  deafened, paralyzed, or poisoned. You regain all expended 
  uses when you complete a long rest, or 1 use when you 
  complete a short rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Crusader.pdf