Base Class: Paladin
You belong to the Paladin's Order of Templars and have sworn an oath to your Circle to protect mages from the world and in some cases, themselves.
Templars are sworn to protect the world from the dangers of magic, but they also protect mages from the outside world, a world that fears these magic users for good reasons. Outside the Circles, templars are responsible for hunting rogue mages and those practising illegal magic In addition, templars are responsible for seeking out mages newly come into their power to bring them into the Circle. Inevitably, the Order must also pursue mages who escape the Circle but typically can track the fugitives using a phylactery of blood from their quarry.
Within the Circles, it is the templars' place to watch their charges for signs of weakness or corruption and, should they find it, to act without hesitation for the good of all.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Templar Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | absorb elements, detect magic |
| 5th | hold person, locate object |
| 9th | counterspell, dispel magic |
| 13th | locate creature, resilient sphere |
| 17th | wall of force, dispel evil and good |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Sever Concentration: As an action, you can make a melee weapon attack against a creature concentrating on a spell. If you hit, that creature has disadvantage on their Constitution saving throw to mantain concentration. If that creature loses concentration on their spell as a result of Sever Concentration, you may gain +1 to your AC for 1 minute. You can only gain AC in this way with your Channel Divinity once a day.
Spell Rend. As a reaction, when you or an ally you within 60 feet of you is targeted by a spell or magical effect, you can use your reaction give them advantage on the saving throw against the spell or magical effect. If that creature saves against the spell or magical effect as a result of Spell Rend, you may gain +1 to your AC for 1 minute. You can only gain AC in this way with your Channel Divinity once a day.
Sunder Magic
Beginning at 7th level, as a reaction, you can take the Attack action against a creature within your melee range. If you hit, you can force them to make a Wisdom saving throw contested by your spell save DC. On a failed save, you cast counterspell at 3rd level without expending a spell slot. You can expend a higher spell slot to cast it at a higher level.
You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.
Spirit Ward
Starting at 15th level, you have learned how to protect yourself and your companions from harmful magic. When a spell forces you or an ally within 60 feet of you to make a saving throw to take only half damage, you can use your reaction to instead take no damage, and only half damage on a failure.
Magical Bulwark
At 20th level, you can dampen magic and its effects on you and your companions. As an action you gain these additional benefits for 1 minute.
- When you cast dispel magic or counterspell you cast it with advantage.
- You and your allies within 30 feet of you have resistance against spells and magical effects.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/5/2022 5:05:47 PM
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5/30/2023 11:50:54 AM
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