Base Class: Fighter
A Sacred Templar is a holy warrior sworn to a divine cause. Unlike Clerics who minister to the faithful or Paladins who bind themselves with sacred oaths, the Templar walks the battlefield as a weapon sanctified by the gods. Clad in armor and sustained by divine power, they are a bulwark against darkness, a blade forged not only by martial discipline but by unwavering conviction.
Templars do not preach. They act. They stand on the front lines where angels fear to tread-interposing themselves between the innocent and the abyss. With every swing of their blade, their faith shines through-literally- infused with radiant smites and protective blessings. Whether fighting for law, vengeance, light, or a more personal code of divine justice, Sacred Templars turn their divine power into precise, disciplined violence.
Some are crusaders from holy orders. Others are former soldiers who received a vision. A few are outcasts who found purpose through the divine. But all Sacred Templars are warriors first, chosen not for their piety, but for their will to enforce the divine will when prayers are no longer enough.
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 paladin spell list.
Spell Slots
The Sacred Templar Spellcasting table shows how many spell slots you have to cast your paladin 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 aid and have a 1st-level and a 2nd-level spell slot available, you can cast aid using either slot.
Spells Known of 1st-Level and Higher
The Spells Known column of the Sacred Templar Spellcasting table shows when you learn more paladin spells of 1st level or higher. These spells 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.
Sacred Templar Spells
As a Sacred Templar, you are divinely granted spells from the Sacred Templar Spells table; when you reach the appropriate level, these spells become available and do not count toward your spells known. These spells can be used once per long rest before consuming spell slots.
| Sacred templar level | Spells |
|---|---|
| 3rd | Bless |
| 7th | Aid |
| 13th | Remove Curse |
| 19th | Death Ward |
Spellcasting Ability
Wisdom is your spellcasting ability for your paladin spells. You use your Wisdom modifier 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
Sacred Templar Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
- |
3 |
2 |
— |
— |
— |
|
4th |
- |
4 |
3 |
— |
— |
— |
|
5th |
- |
4 |
3 |
— |
— |
— |
|
6th |
- |
4 |
3 |
— |
— |
— |
|
7th |
- |
5 |
4 |
2 |
— |
— |
|
8th |
- |
6 |
4 |
2 |
— |
— |
|
9th |
- |
6 |
4 |
2 |
— |
— |
|
10th |
- |
7 |
4 |
3 |
— |
— |
|
11th |
- |
8 |
4 |
3 |
— |
— |
|
12th |
- |
8 |
4 |
3 |
— |
— |
|
13th |
- |
9 |
4 |
3 |
2 |
— |
|
14th |
- |
10 |
4 |
3 |
2 |
— |
|
15th |
- |
10 |
4 |
3 |
2 |
— |
|
16th |
- |
11 |
4 |
3 |
3 |
— |
|
17th |
- |
11 |
4 |
3 |
3 |
— |
|
18th |
- |
11 |
4 |
3 |
3 |
— |
|
19th |
- |
12 |
4 |
3 |
3 |
1 |
|
20th |
- |
13 |
4 |
3 |
3 |
1 |
Oathbound Armament
As part of a 1-hour ritual, you may consecrate a weapon, which becomes your Oathbound Weapon. While wielding it:
- You can't be disarmed
- You can call it to your hand as a bonus action from up to 30 feet away
- When you successfully hit with your weapon, you deal an extra 1d8 radiant damage (scales to 2d8 at 10th level and 3d8 at 18th level)
You may only have one Oathbound Weapon at a time.
Firearm Specialist
At 3rd level, you gain proficiency with firearms as well as Tinker's tools. You may use the Tinker's tools to repair damaged weapons, craft bullets and whatever else you need for your firearms.
Martyr's Shield
When a creature you can see within 10 feet is hit by an attack, you may use your reaction to impose disadvantage on the attack roll. If the attack still hits, you and the target ally both gain temporary hit points equal to your Wisdom modifier + Fighter level.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.
Divine Rebuke
At level 10, when you hit a creature with a weapon attack, you may force it to make a Wisdom saving throw (DC = 8 + your proficiency + your Wisdom modifier). On a failed save, the target is blinded until the end of your next turn.
You can use this feature once per turn and a number of times equal to you Wisdom modifier per long rest.
Judgement Surge
At 15th level, when you use Action Surge, you may also cast a spell of 2nd level or lower as part of the same action, without expending a spell slot. The spell must be from your Sacred Templar list.
You may do this once per long rest.
Aura of Radiance
Starting at 18th level, you exude a divine aura in battle. Whenever you cast a spell or use your Oathbound Weapon to strike an enemy:
- All allies within 10 feet gain +1 to AC and saving throws until the start of your next turn
- Enemies within 10 feet have disadvantage on saving throws against fear and charm effects.
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