Base Class: Fighter
The Templar is penultimate representative of the armed forces of their patron deity.
Mixing martial prowess with some casting ability, the Templar uses their divine power to boost themselves and their allies and destroy their enemies.
Mechanically similar to an Eldritch Knight but with a more divine warrior approach, the Templar changes the school for their spells from Wizard to Cleric, casting Divine magic instead of Arcane. For this effect, they also change their Spell Casting Ability from Intelligence to Wisdom. They also change a couple of the class abilities for more thematically religious abilities.
Contrary to many other Divine casters, Templars don´t know all spells on their spell list. They have to learn spells like a normal Eldritch Knight would have to.
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 cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Templar Spellcasting table shows how many spell slots you have to cast your cleric 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 sanctuary and have a 1st-level and a 2nd-level spell slot available, you can cast sanctuary using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher, and 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.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through prayer and memorization. You use your Wisdom 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
Templar Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Divine Weapons
At 3rd level, you learn a number of prayers that imbue a weapon with the divine power of your deity. You perform the ritual over the course of 10 minutes, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and imbue it.
Your weapon counts as magical to ignore damage resistances against Fiends, Demons and the undead. Also as a bonus action, you can make a weapon emit bright light in a 30—foot radius and dim light for an additional 30 feet. You can turn this effect off by spending another Bonus Action.
As a last effect, if you can choose to discharge the effect of the ritual on your weapon as part of an attack your weapon can make, adding 2d6 radiant damage if the target is a Fiend, a Demon or the Undead. Once this ability is used, the effect of Divine Weapons is immediately deactivated. This attack also counts as magical against those enemy types.
You can imbue a number of weapons equal to your Wisdom modifier per Long Rest.
Divine Combat
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Fervor Attack
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Divine Surge
At 15th level, you gain the ability to channel the power of your god when you use your Action Surge. All damage you deal and all saving throws you have to roll gain a bonus equal to your Wisdom modifier.
You only gain this bonus to attacks or spells that deal damage that you deal or cast during your Action surge. The bonus to your saving throws also applies to your regular Wisdom saving throws and lasts until the beginning of your next turn.
Improved Divine Combat
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
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