Fighter
Base Class: Fighter

Fighters of the Templar archetype are swift and honourable, preferring precision and technique over brute strength. Templars often train together extensively to perfect their technique through practice and learning from one another as students of battle. Templars are usually trained at a young age and assigned a partner whose strengths are opposite to the duelist, the two warriors stay partners for the entirety of their training and evolve and adapt around one another’s moveset until they know each other better than they know themselves. This training leads to extremely adaptable and well rounded duelists who have perfected their style of combat and have memorised their own weaknesses with strategies to compensate for them. It is because of this very specific training that Templars are most often from noble families are likely to become knights, generals in armies or royal bodyguards.

Glory Counter

At 3rd level you have learnt how to counter an opponent’s attack and punish them with a crushing attack. You gain access to the following counters and must be wielding a simple or martial weapon in order to perform these counters.

Defensive Counter: When a creature hits you with an attack, you can use your reaction and gain a bonus to your AC equal to your proficiency bonus. This bonus counts only for the triggering attack, potentially causing the attack to miss you.

Offensive Counter: When a creature misses an attack roll against you, you can use your reaction to make an attack roll against them, this attack uses the modifier of a weapon that you are wielding and does 1d4 damage of the weapon's type + your weapon’s damage modifier.

 

Prestige Strike

At 3rd level you know how to strike with certainty and finesse. As a bonus action you can invigorate yourself, until the end of your turn, when you make an attack roll with a simple or martial weapon you can roll [rollable](1d4);{"diceNotation":"1d4"} and add the number rolled to your attack roll.

Expert Finesse

At 7th level you have learnt how to use any weapon with precision and agility. All weapons that you wield are considered to have the finesse and Thrown property. If the weapon did not previously have the thrown property, its range is 20/60. If the weapon had the thrown property previously, it's short and long ranges doubles.

Righteous Renaissance

At 10th level you have learnt how to recover from persecution and regain your stamina. Your Second Wind feature can be used a number of times equal to half your proficiency bonus and you regain all expended uses on a short or long rest. Your Second Wind feature also grants you the following benefits when used.

  • If you are grappled, restrained or frightened, you are no longer grappled, restrained or frightened.
  • If you are prone, you can choose to no longer be prone without using movement. 
  • If you are charmed, you can retake the saving throw of the spell or effect that caused the charm, ending the effect on a successful save. If the charm effect does not involve a saving throw, the effect ends.

 

En Garde

At 15th level you can shift your stance into a defensive position. As an action you shift into En Garde, on a creature's first attack roll against you, you can make one attack against that creature, requiring no action. This feature lasts until the start of your next turn. If you are not targeted by an attack while this feature is active, once this feature ends, attack rolls against you have advantage until the start of your next turn.

Swift Steel Strike

At 18th level you have mastered the technique of attacking with speed and finesse. As an action you can perform a Swift Steel Strike, choose a number of creatures within range of your movement speed or within the normal range of a ranged weapon that you are wielding. Make an attack roll against each within range using a weapon that you are wielding, on a hit a target takes 6d10 damage of the weapon’s damage type. Once you use this feature you can not use it again until you finish a long rest.

Additionally, When you make an attack with a weapon that has the finesse property, you can forgo the attack to grant yourself a +2 bonus to your AC until the end of your next turn, you can benefit from this feature more than once.

Previous Versions

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5/12/2023 7:53:02 PM
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