Base Class: Fighter
Templars are knights dedicated to protecting their lands against threats of mystic or otherworldly origin, equipped to deal with rogue mages, devils, demons, aberrations and undead with a combination of close quarters combat and righteous magics forged to cancel the effects of others.
Like Paladins, Templars are bound by tenants, which are thus:
- Protect the World - Mages who carelessly abuse their power indisputably must be struck down. If I let an unrestricted mage walk away I am personally responsible for any damage and destruction they cause.
- Police the Mages - Only the most dedicated and restrained of mages can be trusted to control their power. I must prevent a mage from destroying themselves in any way I can.
- Protector of the Weak - My ultimate duty is to protect those who cannot protect themselves. Over all other tenants, my number one priority is to ensure the survival of those threatened by mages or fiends.
Light in the shadow
Beginning when you choose this archetype at 3rd level, you gain advantage on saving throws you make to resist the effects or damage of spells.
When you reach 15th level you emit a 30ft bubble. Any friendly creatures within this bubble also gain advantage on saving throws.
Makers Wrath
Starting at 7th level, once per turn when you damage a creature with a weapon attack they have disadvantage on any concentration saves made in response to this attack.
In addition, when you damage a creature with a weapon attack you can use your bonus action to lock their spirit in place, preventing them from casting any spells which transport or teleport the creature elsewhere. This can be used a number of times equal to your charisma modifier (minimum of once) and recovers after a short or long rest.
Annulment
Starting at level 10, once per turn when you deal damage with a weapon attack you can cast dispel magic at 3rd level on the target as part of the same attack. The spellcasting modifier is charisma. This can dispel a spell or enchantment effecting the creature or one piece of equipment they're using or wearing.
Additionally, you can use your action to cast counterspell at 3rd level, with charisma being the spellcasting modifier.
You can use these abilities a number of times equal to half your charisma modifier each (rounded up) with a minimum of 1 use each. These recharge after a short or long rest.
Improved Light in the Shadow
Starting at 15th level, Light in the Shadow now encompasses any creatures of your choice within a 30ft bubble centered on you.
Wrath of the Heavens
From 18th level, once per short rest, you become an instrument of divine will. As a bonus action you become bathed in golden light for 1 minute, and gain the following benefits:
- You generate the effects of the spell Antimagic Field, but can choose whether or not spells, creatures or magic items inside the bubble are nullified. This does not require concentration.
- You add your charisma modifier in radiant damage to weapon attack damage.
- Once per turn, when you make a weapon attack against a fey, fiend, aberration or undead, you can cast the spell banishment at 4th level on the target as part of the weapon attack. The spell save DC is 8+your proficiency+your charisma modifier. This spell still requires concentration, however if you maintain concentration when the minute is up the creature stays in the plane they were sent to even if they are not native to it. You can only banish one creature at a time.
You gain one level of exhaustion after this ends, and recover this ability after a short or long rest.
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