Base Class: Barbarian
Those who follow the Way Of The Templar use their natural tendencies of fury and violence in order to serve a higher power. Some make their own journey, believing the gods themselves to grant them a divine right to their actions. Others serve a church, and act as enforcers of the faith, a last resort when all other peaceful methods have fallen short.
Templars tend to use one handed weapons and shields whilst they fight, but are also no stranger to powerful two handed weaponry. As they have dedicated their lives to the cause, most Templars have trained their bodies to extraordinary lengths.
Templar Armor
Whilst a great deal of barbarians choose to go unarmoured, you represent a greater power, and represent them in battle with a grand regalia of armor.
At level 3, whilst wearing armor, you can add your constitution modifier to your AC calculation. You also gain proficiency in the use of heavy armor.
Raging Smite
The fury of a templar is one to behold indeed, doubly true against those who would belittle and attacks the foundation of their faith. Such transgressions deserve punishment, and the templar is more than happy to dole it out.
You can change one of your attacks into a raging smite, at the cost of ending your rage after the attack hits. You can choose to add the smite once the attack connects. Smites deal 2d8 radiant damage at level 3, and 3d8 radiant damage at level 10.
At level 7, you can use this feature twice per rage instead of once.
Holy Wrath
The divine fury of the templar bathes all who stand before him in holy light, weakening the resolve and dulling the blows of those who dare face them in battle.
At level 6, you can choose from one of two options:
Blinding Radiance
As a bonus action, you can release a flare of blinding light that forces all enemies within five feet of you to make a constitution saving throw.
Any targets that fail are blinded until the end of their next turn.
Menacing Radiance
As a bonus action, you can show your enemies a true glimpse of the malevolence you feel towards enemies of the faith. Force all targets within 5ft of you to make a wisdom saving throw.
All targets who fail are considered temporarily frightened of you until the end of their next turn.
Templar's Teachings
As you grow as a Templar, you begin to learn more of the faith you are sworn to uphold, as well as more efficient methods of cowing the enemies that would attempt to tread upon it.
At level 10, You gain proficiency in the religion skill, and expertise in the intimidation skill.
As one of the most dominating figures in any holy army, you are also now immune to fear.
Immortal Rage
Even as you take multiple wounds, you do not know fear, pain, or even death, only fury against those who would sully your faith.
If you are reduced to 0 hp whilst raging, you can instead choose to remain standing for 1 plus your constitution modifier turns and act as normal. If your rage ends without you being healed, you fall unconscious. Any attacks that hit you will force a failed death save upon you.
Failing three death saves still means death. If you roll three successes in this state, you are revived to one hit point. This can only be used once per long rest at level 14, and twice per long rest at level 18.
When under the effect of immortal rage, you roll your death saving throws with advantage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/7/2019 5:07:02 PM
|
28
|
0
|
5
|
Coming Soon
|
|
|
9/8/2019 7:39:01 PM
|
0
|
0
|
--
|
Coming Soon
|
Comments