Base Class: Fighter
A disciplined fighter who blends martial prowess with divine techniques, channeling sacred power to enhance weapons, protect allies, and control the battlefield.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Cleric spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Fighter level 10, you learn another Cleric cantrip of your choice.
Spell Slots. The Templar Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Templar Spellcasting table. Whenever that number increases, choose additional spells from the Templar spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells.Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.
Spellcasting Ability. Strength is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use a Simple or Martial weapon as a Spellcasting Focus to cast spells for your Cleric spells.
Level 3: Oathbound Weapon
You learn a sacred rite that forges a divine bond between you and a chosen weapon. Performing the rite requires 1 hour of focused meditation and martial prayer, which can be completed during a Short Rest. The rite fails if another fighter is already bonded to the weapon or if the weapon is a magic item attuned to someone else.
Once bonded, the weapon becomes an extension of your will. You cannot be disarmed of it unless you have the Incapacitated condition. As a bonus action, you may call the bonded weapon to your hand, provided it is on the same plane of existence.
You may maintain bonds with up to two weapons, though you can summon only one at a time. Forming a new bond beyond this limit immediately breaks an existing bond of your choice.
Level 7: Sacred Will
When you use your Second Wind, divine vitality radiates from you in a 30‑foot sphere. You and any creatures of your choice within range regain hit points equal to the amount you roll for Second Wind.
In addition, each affected creature may end one of the following conditions currently affecting it: Blinded, Deafened, Paralyzed, and Poisoned.
This pulse of vitality is not spellcasting and does not require components.
Level 10: Aegis of Will
When an ally falters, your divine discipline reinforces their resolve. When a creature you can see within 30 feet fails a saving throw, you can use your reaction to steel their spirit. The creature immediately rerolls the saving throw and adds a bonus equal to your Strength modifier (minimum +1). The creature must use the new result.
You can use this feature a number of times equal to your Strength modifier (minimum once), and you regain all expended uses when you finish a long rest.
Level 15: Righteous Step
When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.
Level 18: Improved Sacred Will
When you use your Second Wind, divine vitality radiates from you in a 30‑foot sphere. You and any allies of your choice within range regain hit points equal to double the amount you roll for Second Wind. Until the start of your next turn, each affected creature gains resistance to piercing, bludgeoning, and slashing damage and can move without provoking opportunity attacks.
In addition, each affected creature may end one of the following conditions currently affecting it: Blinded, Deafened, Paralyzed, Poisoned, Charmed, or Frightened.
This pulse of vitality is not spellcasting and does not require components.
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