Base Class: Ranger
The Templar Assassin, came to a calling by a path of curious inquiry. Possessed of a scientific bent, you spent your early years engaged in meticulous study of nature's laws--peering into grimoires of magic and alchemy, recreating experiments from charred fragments of the Violet Archives, and memorizing observations of the Keen recordkeepers. Already quiet and secretive by nature, the difficulty of acquiring these objects further reinforced your skills of stealth.
As you devoted your furtive talents to unlocking the secrets of the universe, you instead unlocked a secret door that exists in nature itself: the entryway to the most Hidden Temple. The intelligences that waited beyond that portal, proved to be expecting you, and whatever mysteries they revealed in the moment of their discovery was nothing compared to the answers they held out to you should you continue in their service. You must swear to protect the mysteries, but more to the point, in service to the Hidden Temple you satisfies your endless craving for understanding. In the eyes of each foe you expunges, a bit more of the mystery is revealed.
Meld
At 3rd level, as a reaction you conceal yourself, becoming invisible as long as you remain still. If Meld's invisibility is broken by attacking a creature, you will deal bonus 1d8 psychic damage to the creature and reduce their armor class equal to half your wisdom modifier until the end of your turn.
Psionic Blades
At 3rd level, While holding and using a weapon with the thrown property you gain an uncanny connection with it, as with your psionic powers you break its limit as the thrown weapon's die becomes 1 die larger (example: d4 to d6 with the maximum of a d12) and whether it hits or misses, the weapon will magically reappear in your hand. You also gain extra weapon damage die for your thrown weapon when you reach certain levels in this subclass. At 5th level you deal an extra one weapon damage die to the target on a hit, the damage rolls increase by one more weapon die at 11th level (example 2d6) and again at 17th level (3d6).
Psionic Traps
At 7th level, you harness the psionic energy around you and within you, as an action you make a psionic trap, and can only make up to three psionic traps that lasts for 10 minutes.
Each picnic traps that’s laid down have an effect that affects a creature you target.
- One Psionic Trap - while you have one psionic trap laid down a creature you target within 60ft of the Psionic Trap has its speed halved.
- Two Psionic Trap - while you have a 2nd psionic trap laid down, creatures you target within 60ft of the psionic traps must make a dexterity saving throw or suffer disadvantage on the attacks they make until the end of the psionic traps.
- Three Psionic Trap - while you have your 3rd psionic trap laid down, creatures that you target within 60ft of the psionic traps are constantly under the effects of the spell silence and they must make a con save or suffer the condition blind until the end of the psionic traps.
Psionic Boom - while you have all of your three psionic traps laid down you may burst all of them ending your psionic traps, as creatures within 60ft of your traps need to make a constitution save, dexterity save and strength save against your spell save dc, when the creatures you target within 60ft of the psionic traps fail just one of the saves they will suffer a number of d8 equal to half your subclass level in psychic damage and will be stunned for 5 rounds, on a successful saves they only suffer half of the damage.
Templar’s Smite
At 11th level, you start to embody the picnic energy all around you as you gain resistance to psychic and you are now proficient to one of the following saving throws: intelligence, wisdom or charisma. While attacking with your psionic blades you may add an extra 1d8 psychic damage on a hit.
Templar Refraction
At 15th level, you control the psionic particles all around you, trice a day you can use a bonus action to refract a thin layer of space above your skin and clothes. This refracted space protects you from getting harmed and augmenting your might as well, this refraction last for one minute.
While you have Templar Refraction active you gain the following benefits:
- you gain a bonus to your AC and saving throws equal to your Constitution modifier.
- you gain a bonus to your damage rolls equal to your constitution modifier.
- you gain 6 charges that can be used as a reaction to lessen the damage you take equal to half your subclass level until the start of your turn. Expanding all of this charges will automatically end your temporal refraction.
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