Base Class: Fighter
Those who follow the path of the divine do not always find themselves called to become clerics or paladins. Some hear the call and take up arms in the name of their cause as a Templar. These holy warriors are blessed with limited divine magic to augment their martial prowess and aid their allies.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Templar Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation or necromancy spells on the cleric spell list.
The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you gain your spells through prayer and blessings. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Templar Spellcasting
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
|||
3rd |
2 |
3 |
2 |
— |
— |
— |
4th |
2 |
4 |
3 |
— |
— |
— |
5th |
2 |
4 |
3 |
— |
— |
— |
6th |
2 |
4 |
3 |
— |
— |
— |
7th |
2 |
5 |
4 |
2 |
— |
— |
8th |
2 |
6 |
4 |
2 |
— |
— |
9th |
2 |
6 |
4 |
2 |
— |
— |
10th |
3 |
7 |
4 |
3 |
— |
— |
11th |
3 |
8 |
4 |
3 |
— |
— |
12th |
3 |
8 |
4 |
3 |
— |
— |
13th |
3 |
9 |
4 |
3 |
2 |
— |
14th |
3 |
10 |
4 |
3 |
2 |
— |
15th |
3 |
10 |
4 |
3 |
2 |
— |
16th |
3 |
11 |
4 |
3 |
3 |
— |
17th |
3 |
11 |
4 |
3 |
3 |
— |
18th |
3 |
11 |
4 |
3 |
3 |
— |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Templar's Consecration
3rd-level Templar feature
Starting at 3rd level, you can consecrate the ground at your feet, blessing the strikes of you and your allies while within it's radius. As a bonus action, you can consecrate the area around you in a 15 foot radius. For the next minute, until you leave the radius, or you become incapacitated, whenever you or an ally within the radius hits a creature with an attack for the first time each turn, that attack deals an additional 1d6 radiant damage.
Additionally, whenever an enemy enters the area for the first time on a turn or starts its turn there, they must make a Charisma saving throw against your spell save DC. On a failure, while within the radius the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage. The creature is affected for 1 minute, but only while within the radius (Ex. If they leave the radius and then re-enter it, they do not remake the saving throw and are still affected). You know if it succeeded or failed on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.
You can use this feature twice, regaining all expended uses when you finish a short rest. At 7th, 13th, and 18th level, you gain an additional use of this feature per short rest.
Righteous Blows
7th-level Templar feature
Starting at 7th level, you strike with the righteous fury of your god. Whenever you hit with an attack, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6.
If you use this feature to deal damage to a creature within your Templar's Consecration, they must make a Wisdom saving throw against your spell save DC. On a failure, their movement speed is halved while within the radius. This effect lasts for 1 minute.
Warrior of the Heavens
7th-level Templar feature
Also at 7th level, whenever you reduce a creature of significant threat to 0 hit points (dm's discretion), roll a d3. You regain one expended spell slot, the level of which equals the number rolled or lower. Once you regain a spell slot in this way, you can't do so again until you finish a short rest.
Intuitive Defender
10th-level Templar feature
Starting at 10th level, while you stand upon consecrated ground, you are a force to be reckoned with. While in the radius of your Templar's Consecration, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Bolstering Presence
15th-level Templar feature
Starting at 15th level, your presence is enough to inspire those around you. As a bonus action, you can grant yourself and each ally within the radius of your Templar's Consecration feature a d6. Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one of these dice at a time.
Additionally, the radius of your Templar's Consecration feature increases to 30 feet.
Divine Imprisonment
18th-level Templar feature
At 18th level, you have become a true crusader of the gods, a light on the path of the divine. As a reward, you have been blessed with a higher power. Whenever you hit a creature that is within the radius of your Templar's Consecration, you can use your reaction and choose to end it's duration early, creating spectral glowing chains that envelop and lock the target into place. An affected creature must succeed on a Wisdom saving throw against your spell save DC or become grappled and restrained by the chains for the next minute.
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