Fighter
Base Class: Fighter

The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the templar. Few have the purity and devotion that it takes to walk the templar's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the templar is the final hope that cannot be extinguished.

Templars take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the templar, a personal test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, the templar really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.

Blessed Touch

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your fighter level x your Charisma modifier.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.

Additionally, you count as a paladin for the purpose of magic item requirements.

Detect Evil

The presence of strong evil registers on your senses like a noxious odor. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any fiend, or undead within 60 feet of you that is not behind total cover. You know the type (fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Smite Evil

Beginning when you choose this archetype at 3rd level, when you take the Attack action, you can replace one attack you make with a Smite. When you do so, you gain a bonus to the attack roll equal to your Charisma modifier, and deal additional damage equal to your Fighter level on a hit.

You can use this feature an amount of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Divine Grace

Starting at 7th level, you gain a bonus equal to your Charisma bonus on all saving throws. 

You are immune to the frightened condition, as well as all forms of disease.

Find Steed

At 7th level, you can cast the find steed spell without expending a spell slot or any components. You can't do so again until you finish a long rest.

Holy Arts

At 10th level, you gain access to three Holy Arts: Divine Strength, Heavenly Guard and Unstoppable Force. 

When you use one of your Holy Arts, you can't use that ability again until you finish a short or long rest.

Divine Strength. As a bonus action, you can invoke divine strength. For the next 3 rounds, until you end your turn a fourth time, you gain a +1 bonus to your weapon attack rolls, and deal an additional 1d4 radiant damage on a hit.

Heavenly Guard. As a bonus action, you can protect yourself against evil. For the next 3 rounds, until you end your turn a fourth time, you gain +2 to your AC and all saving throws.

Unstoppable Force. As a bonus action, you can end the stunned or paralyzed condition on yourself, or a similar effect, such as that produced by the slow spell or a stone golem's slow ability. You can use this feature even if the condition or effect would normally prevent you from using actions.

Dispel Arcane

Starting at 15th level, as an action, you can end a harmful spell or curse affecting you or an allied creature you touch.

When you do so, you can't use this feature again until you finish a short or long rest.

Holy Sword

At 18th level, you can use a bonus action to become a sentinel of justice. For 1 minute, you gain a bonus to your weapon attack rolls equal to your Charisma bonus, and your weapon attacks deal an additional 2d6 radiant damage. Additionally, you have advantage on saving throws against harmful effects by undead, fiends, and other evil creatures, and those creatures have disadvantage on attacks against you.

Once you use this feature, you can't do so again until you finish a short or long rest.

Previous Versions

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10/16/2023 1:45:03 PM
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