Fighter
Base Class: Fighter

The Knights Templar is a large organization of devout followers, who carry out an important mission: to protect travelers visiting holy sites, while also carrying out military operations. A wealthy, powerful and mysterious order that has fascinated historians and the public for years, tales of the Knights Templar, their financial and banking acumen, their military prowess and their work on behalf of their religion, circulate worldwide.

The Templar Knight strives for simplicity, stoicism and honor. As such, they follow certain tenets. These are as follows.  He may never own more than ten magic items.  Further, he is restricted to owning a single suit of armor, a single shield, four weapons, and only four items which do not fit into these categories.  In counting weapons, weapons which intrinsically must work together--such as bows and batches of arrows--are counted as a single weapon.

They are required to give away excessive wealth, keeping only that which is necessary to meet personal expenses. However much he receives, he will automatically give away 10% of all wealth as it comes in. This will be given to their knightly order.

There are several aspects to the codes which are required of the Templar.  First, he must sustain the knightly virtues of Liberality, Honor, Good Faith, Glory, Unselfishness, Pride, Courtesy, and Bravery.  The code may be viewed as containing these precepts:

  • Noble service cheerfully rendered.
  • Defense of any charge unto death.
  • Courage and enterprise in obedience to rule.
  • Respect for all peers and equals.
  • Honor to all above your station.
  • Obedience and respect from all beneath your station.
  • Scorn for those who are lowly and ignoble*.
  • Military prowess exercised in service to your lord.
  • Courtesy to all ladies (if the cavalier is male).
  • War is the flowering of chivalry.
  • Battle is the test of manhood.
  • Combat is glory.
  • Personal glory above all in battle.
  • Death to all who oppose the cause.
  • Death before dishonor.

Level 3: Divine Protection

The continuing emanation of a Protection from Evil effect in a 1' radius around the paladin. It acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus hindering bodily contact by creatures of an enchanted or conjured nature .  The Templar Knight is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, Undead or Summoned. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. 

Level 3: Holy Weapon

When you take the Attack action, you can imbue one Melee weapon that you are holding with positive energy. For 1 hour or until you use this feature again, you add your Wisdom modifier to attack and damage rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.  This attack causes double damage to Demons, Devils, Undead, and all Extra Planar/Summoned creatures. 

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

This is useable 3/day.

Level 5: Immaculate Defense

You radiate a protective, unseeable aura in a 5-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.  You and your allies in the aura gain a bonus to saving throws equal to your Wisdom modifier (minimum bonus of +1).  If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.  You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 8: Religious Zeal

Through hardship, prayer and discipline, your mind has become so focused, that attempts to distract or control you are useless. While in combat, he has Immunity to Mind Affecting Powers/Spells.

Level 12: The Resurrection

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have the ability to function at negative Hit Points.  You cannot move, but can perform actions such as drinking a potion, or bandaging your wounds.  Any Death Saves are done with Advantage.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

Level 15: Righteous Warrior

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.

Previous Versions

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