Base Class: Fighter
Templars are warriors of Faith and steel, dedicating their martial prowess to whom they deem fit rather than who they are ordered to.
Much like paladins, this group often fought in an army or militia, possibly a protector of a holy site or priest/priestess. Their personal code often comes from the teachings of a particular God who you hold above all others from the pantheon.
Weapon of Faith
When you choose this archetype at 3rd level, you choose 1 weapon to bless with holy radiant energy. This weapon is now considered magical for the sake of overcoming resistances and immunities to damage from non-magical attacks.
When you deal damage with this weapon, you also deal 1d6 radiant damage which increases by an additional d6 at 5th,10th, 15th and 20th level.
Sacred Aura
You learn to channel your faith through your body and set yourself as an example of sheer will power.
As a bonus action, you can speak a sacred word, filling you and those around you with resolve. All friendly characters within 15 feet of you including yourself gain advantage on WIS Saving Throws. This effect stays active until you are out of combat or unconscious.
Zealous Attacks
Starting at 7th level, your skills in melee combat against multiple enemies improve. When you attack 1 enemy within melee, the rolls for landing the attack and damage also affect 1 other enemy within your melee range.
Holy Rites
Starting at 10th level, you are filled with zealous speed. You gain advantage when you roll initiative and increase your movement by 10 feet.
Stand Fast
Starting at 15th level, you learn to take a hit and keep standing. When struck by any attack, as a reaction you can increase your AC equal to your Constitution modifier until the start of your next turn.
Glory before Death
Starting at 18th level, you have mastered the embrace of Death. When an attack drops you to 0 hit points, you can make a CON save of 15 or higher to negate the hit, keeping your hit points the same as before the hit.
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