Base Class: Paladin
The Oath of the Templar is mage slayer. They hunt down evil wizards and magical creatures to keep people safe from their influence.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Templar Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Templar Spells
| 3rd | absorb elements, shield |
| 5th | hold person, warding bond |
| 9th | counterspell, dispel magic |
| 13th | freedom of movement, resilient sphere |
| 17th | greater restoration, hold monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Redirect Magic. You can use your Channel Divinity to change the target of a spell. When a creature you can see casts a spell within 60 feet of you, you can use your reaction to make the spell target another creature you can see within 60 feet (including the caster).
Seal Magic. You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 60 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells of any level. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.
Sunder Magic
Starting at 7th level, you can use your reaction to deflect some of a spell’s effects when you are hit by a ranged spell attack or suffer damage from a spell. When you do so, the damage you take from the spell is reduced by 1d10 + your Charisma modifier + your paladin level.
Additionally, once per turn when you hit a creature with a melee attack, you can cast Dispel Magic as part of that attack without using a spell slot. You can use this spell twice as part of this feature, regaining the ability to do so when you finish a long rest.
Templar's Ward
Starting at 15th level, your oath manifests as a ward around you and protects you against the brunt of most magical damage. When a spell forces you to make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mantle of the Templar
Starting at 20th level, you can surround yourself in a shimmering anti-magical field. For 1 minute you gain the following benefits:
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You can’t be affected or detected by spells of 5th level or lower unless you choose to be.Whenever a creature casts a harmful spell that targets you or includes you as a target, it takes radiant damage equal to your Charisma modifier + you Paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.







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Posted Apr 6, 2023Was looking for something to mix it up a bit in a campaign and came across this subclass. this allowed me to build a nice mini boss as the religious order in my world is gaining lots of power. i was concerned about the channel divinity but the whole concept works. thank you for this and when my pcs run into them i will post again with feedback of what happened and how they reacted.
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Posted Jul 31, 2022That's good feedback for it, thank you!
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Posted Jul 31, 2022Looks great! My only concern is that the Seal Magic ability seems a bit powerful for such a low-level ability. With a couple bad rolls from the DM, you could theoretically kill an archmage at level 3. Also, if the DM throws this abaility at a player, it can take away agency and make that player's turn useless.
Not entirely sure how to fix this, and I'm also not the most knowledgeable on Dragon Age gameplay, but my first idea would be to perhaps make this a concentration ability.
Other than that, I love the subclass!