Fighter
Base Class: Fighter

Templar

It takes incredible focus to wield magic, but even greater will to withstand it. The Templar specialization originated in a cult with the establishment of order, and their mandate remains the restriction and containment of spellcasters. But the abilities Templars command are not divine; they are the product of intense training and rigorous devotions. These are achievable by any fighter, although the discipline required may seem just as much a calling by those within the cult of origin. Templars don't just endure magic, they deny it, and deny others the use of it. At the height of ability, a Templar simply shrugs off most harmful effects, and can completely suppress a mage's ability to cast. They are warriors of singular focus, and none can match their dedication or effectiveness at taming those who would abuse the magical energies of the world.

Ritual of the Templar

When you take this oath, you are gifted with a symbol of power (often etched into a piece of armor, blade or even ones skin) as well as a magical flask filled with a glowing blue elixir. At the start of each day you must drink from the flask in order to be able to fully control your Templar abilities. The flask magically refills the elixir after a short or long rest.

Magic Ward

At 3rd level, you have learned the basics of control over your templar abilities. Using your symbol of power you are able to manifest a mobile anti magic ward. This magic ward can be activated as a bonus action on your turn and grants a +2 to your AC when being attacked by a spell as well as +2 to any saving throws required when being targeted by a spell. 

This bonus increases to +3 at 6th level, +4 at 10th level and +5 at 15th level

Holy Smite

At 7th level you have learnt to harness the elixir in your blood effectively, now able to manifest it in an offensive attack, allowing you to strike out with condemning fire, make a melee weapon attack, if the attack hits your attack does an additional 2d6 radiant damage, if the enemy you are attacking is a spellcaster the damage is 4d6 instead. You may use this feature = your Constitution modifier + 2 per long rest.

Righteous Strike

At 10th level you are able to manipulate the elixir in your blood further, When you make a weapon attack against a spellcaster, on a hit the enemy must make a Constitution saving throw (DC 17), on a failed save the target can only cast cantrips on their next turn. You can use this feature = you constitution modifier + 2 per long rest

Silence

At 15th level you are able to, as a bonus action silence a foe. When you silence a foe they must make a wisdom saving throw (DC17) or be silenced for 1 minute, a silenced foe cannot cast any spells for the duration that they are silenced, a silenced foe can repeat the saving throw on every second turn from when they are silenced. If they succeed the saving throw there is no effect. You can use this ability = to your constitution modifier + 2 per long rest.

Additionally when you are attacked by a foe you have silenced by a spell you can use your reaction to cause your magic ward to surge, granting disadvantage to the spell attack. You can use this feature equal to your constitution modifier per long rest

Annulment

At 18th level, the elixir has begun to infuse with your blood, protecting you from magical influence. You gain advantage on all saving throws against magic and gain immunity to one elemental damage type of your choice (from the following: acid, cold, fire, lightning, necrotic, radiant, and thunder).

 

 

Magic Ward

At 3rd level, you have learned the basics of control over your templar abilities. Using your symbol of power you are able to manifest a mobile anti magic ward. This magic ward can be activated as a bonus action on your turn and grants a +2 to your AC when being attacked by a spell as well as +2 to any saving throws required when being targeted by a spell. 

This bonus increases to +3 at 6th level, +4 at 10th level and +5 at 15th level

Holy Smite

At 7th level you have learnt to harness the elixir in your blood effectively, now able to manifest it in an offensive attack, allowing you to strike out with condemning fire, make a melee weapon attack, if the attack hits your attack does an additional 2d6 radiant damage, if the enemy you are attacking is a spellcaster the damage is 4d6 instead. You may use this feature = your Constitution modifier + 2 per long rest.

Righteous Strike

At 10th level you are able to manipulate the elixir in your blood further, When you make a weapon attack against a spellcaster, on a hit the enemy must make a Constitution saving throw (DC 17), on a failed save the target can only cast cantrips on their next turn. You can use this feature = your constitution modifier +2 per long rest.

Silence

At 15th level you are able to, as a bonus action silence a foe. When you silence a foe they must make a wisdom saving throw (DC17) or be silenced for 1 minute, a silenced foe cannot cast any spells for the duration that they are silenced, a silenced foe can repeat the saving throw on every second turn from when they are silenced. If they succeed the saving throw there is no effect. You can use this ability = to your constitution modifier + 2 per long rest.

Additionally when you are attacked by a foe you have silenced by a spell you can use your reaction to cause your magic ward to surge, granting disadvantage to the spell attack. You can use this feature equal to your constitution modifier per long rest

Annulment

At 18th level, the elixir has begun to infuse with your blood, protecting you from magical influence. You gain advantage on all saving throws against magic and gain immunity to one elemental damage type of your choice (from the following: acid, cold, fire, lightning, necrotic, radiant, and thunder).

Immunity to Acid Damage

Immunity to Acid Damage

Immunity to Cold Damage

Immunity to Cold Damage

Immunity to Fire Damage

Immunity to Fire Damage

Immunity to Lightning Damage

Immunity to Lightning Damage

Immunity to Necrotic Damage

Immunity to Necrotic Damage

Immunity to Radiant Damage

Immunity to Radiant Damage

Immunity to Thunder Damage

Immunity to Thunder Damage

Previous Versions

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