Paladin
Base Class: Paladin

The Templars of the Silver Flame


Origins and Founding


Long ago, during the Age of Dreams, when the gods still walked Krynn, a powerful celestial entity known as Aurelia the Silver Flame descended upon the mortal realm. Aurelia was neither god nor dragon, but a being of pure light and unwavering purpose. She witnessed the chaos wrought by magic—the rise of sorcerers, the fall of empires, and the corruption of souls. Determined to restore balance, she sought mortal champions to carry out her divine mandate.

In the heart of the ancient city of Palanthas, Aurelia appeared before a humble knight named Sir Aric Dorn, who had lost his family to a sorcerer’s dark magic. She bestowed upon him a radiant silver sword—the Blade of the Flame—and tasked him with forming an order that would stand as a bulwark against unchecked sorcery. Thus, the Templars of the Silver Flame were born.


The Trial of Sorcery


The Templars believe that magic is a double-edged sword—a force that can heal or destroy, elevate or corrupt. Their central tenet is the Trial of Sorcery, a grueling test that every aspiring mage must undergo. In the sacred halls of the Tower of Lumina, candidates face trials of mind, body, and spirit. Those who emerge unscathed prove their worthiness and gain the right to wield magic responsibly. Those who fail face the Templars’ judgment.


The Silver Citadel


The Templars’ headquarters, the Silver Citadel, stands atop the cliffs overlooking the Sea of Dreams. Its spires gleam like polished silver, and its walls resonate with the echoes of countless spells nullified within its chambers. Here, initiates train under the watchful eyes of seasoned Templars. They learn to harness their divine connection to the Silver Flame, channeling it through their blades and armor.


The Oath


When a knight takes the Oath of the Templar, they swear to uphold the following principles:

  • The Flame’s Vigil: They shall remain vigilant, patrolling the realms to detect magic’s misuse. Their silver armor reflects the purity of their purpose.
  • The Unyielding Blade: Their sword is both weapon and symbol. It cleaves through illusions, dispels enchantments, and binds rogue mages.
  • The Mercy of Chains: Templars seek to subdue, not slaughter. They carry enchanted manacles—Aurelia’s Bindings—that suppress magical abilities without causing harm.

The Mage-Touched


Some Templars are former mages who failed the Trial of Sorcery. These “Mage-Touched” individuals bear the stigma of their past, yet they serve with unwavering loyalty. Their unique insight into magic’s allure and danger makes them invaluable.


The Arcane Suppression


At the pinnacle of their power, a Templar can invoke the Arcane Suppression. With a whispered prayer, they touch their blade to a spellcaster’s forehead, invoking the Silver Flame. The target’s connection to magic unravels, rendering them powerless for 24 hours. Some say that during this time, the mage glimpses the true cost of their abilities—the souls consumed by their spells.


The Prophecy


Whispers persist that Aurelia’s return is imminent. The Templars prepare for a final trial—one that will test their resolve, for the world teeters on the brink of magical cataclysm. Only they can prevent the unraveling of reality itself.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nullify Magic: As an action, channel divine energy to suppress magic within a 30-foot radius. Spells cast within this area have their effects reduced by half (damage, duration, healing etc.). Affects both allies and enemies.

Magebane Strike: When hitting a creature with a melee weapon attack, disrupt their magical abilities. The target must make a Charisma saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus). On a failed save, they lose concentration on any active spells.

Aura of Warding

Starting at 7th level, the Templar’s aura extends protection against magic. While within 10 feet of you:

  • Allies have advantage on saving throws against spells and magical effects.
  • Hostile spellcasters attempting to target an ally within this range must make a Charisma saving throw or have their spell disrupted.

Spellbreaker’s Blade

At 15th level, your weapon becomes a conduit for anti-magic.

When hitting a creature with a melee weapon attack, expend a spell slot to deal additional force damage equal to the spell slot’s level. If the target is concentrating on a spell, they must make a Constitution saving throw or lose concentration.

Arcane Suppression

Upon reaching 20th level, your mastery over anti-magic reaches its pinnacle. You can use your Channel Divinity to attempt to suppress a target’s spellcasting abilities for 24 hours.

As an action, choose a creature within 30 feet of you that you can see. The target must make a Charisma saving throw. On a failed save, they are unable to cast spells or use magical abilities for the next 24 hours.

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