Fighter
Base Class: Fighter

Those who follow the path of the divine do not always find themselves called to serve as a priest or paladin. Some here the call and take the path of the Templar. These holy warriors are blessed with limited divine magic to augment their martial prowess and aid their allies.

1st: Ceremony, Cure Wounds, Guiding Bolt,..
Healing Word, Protection from Good and Evil, 
Sanctuary, Shield of Faith.
2nd: Aid, Continual Flame, Lesser Restoration, ·
Prayer of Healing, Protection from poison, .·
Spiritual Weapon; Warding Bond.
3rd: Beacon of Hope, Daylight, Dispel Magic,
Glyph of Warding, Magic Circle, Mass Healing
Word, Protection from Energy,  Remove curse,
Sending.

4th :Banishment, deathward, freedom of movement

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 wizard 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 guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. 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

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

Armor Bond

At 3rd level, you learn a ritual that creates a holy bond between yourself and one suit of armor and shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within you reach throughout the ritual, at the conclusion pf which you touch the armor or shield and forge the bond.

Once you have bonded a suit of armor or shield to yourself, it can only be removed from your person by your choice unless you are incapacitated. As long as the item is on the same plane of existence you can summon it, causing the shield to appear in your hand or the armor to appear on your person fully equipped. Summoning a suit of armor is an action, and summoning a shield is a bonus action. You cannot summon an item in this manner if you have no free hand or are wearing other armor. The bonded armor or shield is considered magical when on your person.

Starting at 8th level you can summon your bonded equipment more quickly. Summoning armor as a bonus action and shield as a bonus action or a reaction (your choice). Additionally you can have up to two bonds, one with  a shield  and another with a suit of armor. You ·can only summon one of these items on your turn If you attempt to bond with a third piece of equipment, you must break the bond with one 'of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Bolster

Starting at 10th level, whenever you cast a spell of 1st level or higher that heals one or more·creature, those creatures gain a number of temporary hit points equal to your Wisdom modifier (minimum 1).

Templars wrath

Starting at 15th level, when you use your Action Surge, creatures of your choice within 10 feet of you suffer radiant damage equal to your Fighter level.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Templar Knight Image

Comments

Posts Quoted:
Reply
Clear All Quotes