Warlock
Base Class: Warlock

Templars are the greatly feared disciples of the sorcerer kings. Their organization is steeped in ancient tradition and treacherous politics, and the work they perform for the sorcerer-kings is governed by endless bureaucracy. To city dwellers, the Templars are the enforcers of the sorcerer king’s will, allowed to run rampant, enforcing the local edicts with painstaking indifference, doling out punishment, or even execution with the sorcerer king’s blessing.

An organization of wicked men and women looking out for their own wealth and power, the Templars are overrun with corruption to the highest level—the sorcerer kings generally turn a blind eye to bribery and scandal.

An organization of wicked men and women looking out for their own wealth and power, the Templars are overrun with corruption to the highest level—the sorcerer-kings generally turn a blind eye to bribery and scandal among the Templars, provided terror is maintained among their subject populations.

Expanded Spell List

The Templar lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells

Compel Undead

At 1st level, as an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for 8 hours, or until you or your companions damage the target. An undead whose challenge rating is equal or greater than your level is immune to this effect. Once you use this feature, you can’t use it again until you complete a short or long rest.

Templar Training

At 1st level when you choose this patron, you acquire the training necessary to effectively represent the sorcerer-king’s interests in battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your sorcerer-king also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Aura of Dread

Starting at 6th level, you can use your bonus action to grant you, as well as any fiends and undead within 10 feet of you, a bonus to their melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one Templar at a time. This effect lasts for 10 minutes.

Once you use this feature, you can’t use it again until you complete a short or long rest.

Unholy Resistance

Starting at 10th level, you gain resistance to necrotic damage and your maximum hit points can’t be reduced.

Vampiric Smite

Once you reach 14th level, you can use your bonus action to imbue your weapon with dark, necrotic energy for 1 minute or until your concentration is broken (as if concentrating on a spell). The next time you hit with a melee weapon attack during the effect’s duration, your attack deals an extra 4d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

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