Base Class: Paladin
The Exiled Templar make the Paladin a true bulwark against Magic. Called Knight Templar by some, these Holy warrior specialize in anti-magic techniques. It's important to note that they are not against Magic, they are against misuse of magic like the use of magic used to hurt innocent people or the magic used to enslave population. They can protect themselves and their allies form hostile magic. They also, in some instance, prevent the same magic from even happening by draining the energy used to create those same spell. Some have even seen a experienced Templar burn his enemy with their own magical energy.
These Paladin often align themselves with god of Order and Justice and are usually of lawful good or neutral good alignment. However some of them, usually after witnessing a lot of trauma from failing to protect people from the horrible fate of Dark magic can become Zealot that hunt all kind of Magic regardless if its use for good or evil. These Templar are called by their peer ''Red Templar'' for the blood they spill in their zealous crusade. Normally, Red Templar are hunted down and killed or, if they are lucky, stripped down of their power by a secret ritual only know by the oldest and wisest of these Noble Knights, the few whom do not have their Templar powers removed become Exiled Templars. Exiled Templar are instead stripped of rank and title and are left to wander the world to die a warriors death while still committing themselves to fight against dark magic.
TENETS OF THE TEMPLAR
Magic exist to serve the mortals not to enslave them. Magic is a gift from a higher place and must be used to help mortals achieve great thing not destroy each other.
Magic is not evil in it own form. Magic is pure, without malice or evil in it. Those who use it in evil way shall beware your Might.
Punish the Selfish and protect the Worthy. Those who use magic for selfish gain do not deserve it and must be strip of it. However, those who use it for the greater good shall be protected and help at all cost.
No Dark Magic shall escape your sight. No Dark Magic should be allowed to exist. If you witness such act you shall not rest until its origin is cleanse.
Channel Divinity
When you become an Exiled Templar at 3rd level, you gain the following two Channel Divinity options.
Blessed Blade. As a action, you imbue your weapon with Righteous power. For 1 minute, when you hit a creature with a weapon attack you drain it of some of its magical energy. The creature lose a spell from a determined roll on a d2 or lower (The paladin's choice). If the creature don't have anymore spell that it can lose he automatically lose the lowest spell slot still available.
At 7th level the 1d2 become a 1d4, at 15th level a 1d6 and at level 20 it become a 1d8. You can Burn spell slot this way only once per turn.
No evil shall escape. As an action, you present your holy symbol and speak a prayer protecting your allies, using your Channel Divinity. You choose a point up to 120 feet from you that you can see. For 1 min, in a 30 feet radius sphere, no form of teleportation can exit or enter the sphere. This effectively block any portal from being opened in the sphere and any spell that teleport its user (like misty step ot thunder step) from being used. If a creature try to enter or exit the sphere using one of those spell it simply fail and the spell is lost.
Oath Spells
You gain oath spells at the paladin levels listed.
Aura of Redemption
Starting at 7th level, you emanate an aura of protection against hostile magic. When you or any allies in your aura roll a saving throw against a spell or any magical ability it can do so with advantage.The range of the Aura is 10 feet.
Additionally, When you or a ally that starts a turn in your aura is allowed to do a saving throw against a persistent magical effect (like charmed) it can roll with advantage.
At 18th level, the range of this aura increases to 30 feet.
Embrace the Light
Beginning at 15th level, When you use your divine Smite feature you also gain the effect of blessed blade feature for the current attack. You may still only use the ''Blessed blade'' feature only once per turn.
Seeker of Redemption
At 20th level, as an action, you can empower yourself with the might of your Order. For 1 minute, you are resistant to all magical effect that changes your condition. Additionally, you have resistance to all damage type except slashing, bludgeoning and piercing.
Finally, each weapon attack cause an extra 1d8 radiant damage to your target.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity
When you become an Exiled Templar at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Exiled Templar Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Defiance
Starting at 7th level, you emanate an aura of protection against hostile magic. When you or any allies in your aura roll a saving throw against a spell or any magical ability it can do so with advantage.The range of the Aura is 10 feet.
Additionally, When you or a ally that starts a turn in your aura is allowed to do a saving throw against a persistent magical effect (like charmed) it can roll with advantage.
At 18th level, the range of this aura increases to 30 feet.
Embrace the Light
Beginning at 15th level, When you use your divine Smite feature you also gain the effect of blessed blade feature for the current attack. You may still only use the ''Blessed blade'' feature only once per turn.
Seeker of Redemption
At 20th level, as an action, you can empower yourself with the might of the Order that has exiled you. For 1 minute, you are resistant to all magical effect that changes your condition and resistance to all damage type except slashing, bludgeoning and piercing.
Finally, each weapon attack cause an extra 1d8 radiant damage to your target.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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