Martial Archetype

Templar

Crusaders, zealots or holy knights is how this archetypical warrior is described throughout history. Often bound to an order, they serve their faith and derive their power from it. They are more of an warrior, than a paladin, more of a holy man, than a brute. They take up defense of churches and bid their missions, often ending up adventuring on their own from this premise. Templars fight for what is righteous in their own order and can even share the power of their faith with others.

Templar's Relic

At 3rd level, when you choose this subclass you can use 1 hour to create an relic of your faith, consuming 10 gp worth of materials. This relic can be used to create 1 gallon of holy water once per long rest during a 10 minute ritual.

During combat you can use the relic to sacrifice your own well being for others. You can as a bonus action target a friendly creature within 30 feet to restore 1d8 of its hit points. You take 1d8 radiant damage when you do this.

Relics

The relic gives you different boons, corresponding to the type of relic that you have created. A creature can only be gain the effects of one relic at a time.

Relic of Light

You emit a bright light in a 10 feet radius. While this light is active your movement speed is increased by 5 feet. You can stop the light and turn it back on as a bonus action.

Relic of Purity

You have advantage on saving throws against fear and charm effects.

Relic of Righteousness

When you hit a fiend or undead creatures, you make them susceptible to fear. They must succeed a Wisdom saving throw against 8 + your proficiency bonus + your Charisma modifier or be frightened until the end of your next turn. A creature succeeding this saving throw can't be affected by again in 24 hours.

Relic of Servitude

Whenever you fail a saving throw against a spell cast by a hostile creature you are healed for half your fighter level, rounded up.

Sacred Knowledge

At 7th level, your righteous lifestyle has given you a gift that few possess. You gain proficiency in Religion. If you already are proficient in this, you may choose another proficiency from the fighter list.

Additionally, you can use your relic as a divine focus to cast any 1st level spell from the Cleric or Paladin spell list. You use Charisma as your spellcasting ability. You must complete a short or long rest before you can do this again.

Upper Hand

At 10th level your faith lets you overcome disadvantage in combat. Whenever you have disadvantage on an attack and would have hit with the higher roll, you restore 1d8 hit points.

Bastion of Belief

At 15th level, whenever a friendly creature within 30 feet is reduced to 0 hit points, attacks against you have disadvantage and you have advantage on saving throws until the end of your next turn.

Rise of Faith

At 18th level, the connection to your faith allows you to create relics for others. You can make up to 5 relics, that can be used by yourself or others. A creature other than yourself only gain the described effects of the relic, and can't use it to make holy water or to make a sacrifice bonus action. All other rules apply as normal to these relics.