Base Class: Fighter
The Knights Templar are part of the military order of the Orlesian Chantry that hunts abominations, apostates, and maleficar and watches over the mages of the Circle of Magi. Templars are officially deemed a force of defenders by the Chantry. Their advocates claim they are saviors, holy warriors, protectors of the innocent, and champions of all that is good. Others see them as symbols of the Chantry's control over magic with a religious fervor that inspires absolute devotion to their mandate rather than moral principles. Their roles are to protect the communities of the faithful from magical threats, protect mages from the populace, and subdue any who refuse to submit to the authority of the Circle.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Religion, or Perception.
Mage Slayer
Due to your training by the Chantry, you are specially equipped to fight mages. At 3rd level, whenever you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Additionally, you gain the following abilities:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Lyrium Addiction
As a Templar, you must take 1 draft of lyrium at least once every five days. As a perk of your position within the Andrastian Chantry, you can attain a lyrium kit worth 30 drafts of lyrium at any official Chantry building, and refill your kit there without charge. However, if five days pass without taking lyrium, you start experiencing a Withdrawal.
For each day you are in Withdrawal, make a Constitution saving throw. The DC is 5 + the number of days it has been since you've taken lyrium (Example: if it has been six days, i.e the first day in Withdrawal, the DC is 11, and increases with each subsequent day). On a failed save, give your character a level of exhaustion. These levels of exhaustion can only be reduced by taking a draft of lyrium and are not reduced by a long rest. Additionally, if you suffer another effect that causes exhaustion, your current level of exhaustion increases by the amount specified in the effect’s description. If you accrue 6 levels of exhaustion total, you die.
However, if you manage to successfully save against the DC 5 times during a Withdrawal, you are considered no longer addicted. Take the Mage Slayer feat and choose a new Fighter subclass. You may switch back to the Templar subclass only if you resume taking lyrium.
Spell Purge
Through faith and will, you can dispel or counter a magical effect of your choice from the area around you. At 7th level, you gain the ability to use the spells dispel magic and counterspell. You can expend a charge to cast one of these spells up to a number of times equal to your 1 + your Charisma modifier, and you regain all spent uses of it when you finish a long rest. The level you cast the spell at is equal to half of your Fighter Level, rounded up, to a maximum of 6th level.
Magic Resistant
Due you regular lyrium doses, you have become resistant to the effects of magic. At 10th level, you gain advantage on saving throws against all spells and other magical effects.
Additionally, if you are targeted by a spell or magical effect, you can use your reaction to gain resistance to one damage type dealt by the spell/effect until the start of your next turn. You can use this an amount of times equal to your Constitution modifier and regain all spent uses when you finish a long rest.
Fade Sunderer
You have a strong advantage over mages and demons due to your expansive experience and training. Starting at 15th level, whenever you battle a spellcaster or fiend, all of your attacks are made with advantage, and any attacks made against you by a spellcaster or fiend are made with disadvantage. If the spellcaster is a multiclass with a martial class, only attacks made using the spellcaster class's features are with disadvantage.
Additionally, due to your extensive combat experience, your weapon attacks score a critical hit on a roll of 19–20.
Bane of Mages
Lyrium flows as thick as blood in your veins. At 18th level, as a bonus action, you can utilize the lyrium in your veins to increase your arcane resistance for 1 minute and gain the following abilities:
- Spells lower than 6th level do not have an effect on you unless you allow them to.
- Any creature that is hit by your attacks immediately loses concentration on any spell they were concentrating on.
- Spellcasters, fiends, and magical constructs are vulnerable to damage from your attacks while you are in this state.
Once you have used this ability, you cannot do so again until you complete a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/12/2024 5:13:18 PM
|
5
|
1
|
--
|
Coming Soon
|
|
|
7/21/2024 5:36:34 PM
|
5
|
1
|
--
|
Coming Soon
|
|
|
3/15/2025 5:46:25 AM
|
15
|
8
|
--
|
Coming Soon
|
Comments