Divine Smite. The templar's weapon attacks are magical. When the templar hits with a melee weapon, the weapon deals an extra 1d8 radiant damage (included in the attack). The first time that it does so each turn, the extra damage is increased by (2d8)for that attack.
Holy Aura. While the templar isn't unconscious, it and each of its allies within 10 feet of it have advantage on saving throws.
Spellcasting. The templar is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). It has the following paladin spells prepared.
1st level (4 slots): compelled duel, detect evil and good, protection from evil and good, shield of faith
2nd level (3 slots): lesser restoration, shield other (new), zone of truth
3nd level (3 slots): dispel magic, spirit guardians
4th level (2 slots): aura of life, holy glare (new)
Multiattack. The templar makes two weapon attacks.
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands, plus 4 (1d8) radiant damage.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 4 (1d8) radiant damage.
Healing Touch (3/Day). The templar touches a creature. The target magically regains 17 (3d8 + 4) hit points. In addition, the touch removes one disease or neutralizes one poison afflicting the target. Undead and constructs are immune to this ability.
Divine Retribution. When a creature within 30 feet of the templar hits an ally that the templar can see, the templar subjects the attacker to holy light. The attacker must succeed on a DC 16 Charisma saving throw or else it takes 14 (4d6) radiant damage and suffers disadvantage on any additional attacks it makes before the start of its next turn.
Description
Clad entirely in gleaming plate armor, templars are the most elite knights of a religious order. They're often tasked with guarding important priests or artifacts.
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