Base Class: Fighter
Templars are warriors who were trained in a religious group, chosen to be the military and upholders of their divine protector by their group.
A Templar relies of fierce battle strength, combined with powers granted by their belief in their divine. They can rally others together with powerful words of encouragement, capable of rejuvenating their allies to get back in the fight.
Level 3: Faithful Strikes
When you hit a target with an attack, you may imbue the attack with divine power.
The attack deals an extra 1d8 Radiant or Necrotic damage of your choice. (This damage is improved to 2d8 at Level 5, 3d8 at level 9, 4d8 at level 13, 5d8 at level 17)
You can use this ability once per turn, and have a number of uses equal to your wisdom modifier. And you regain all uses at the end of a long rest.
Level 7: Protection of Faith
As a reaction to an ally within 30ft being hit by an attack, you may halve the damage dealt to them, and take the damage that was halved (So if someone was hit for 20 damage, they would take 10, and you would take 10)
You have a number of uses equal to your proficiency bonus, and regain all uses when finishing a long rest.
Level 10: Bolstering Faith
You gain resistance to Radiant and Necrotic damage and you gain expertise in religion checks.
Level 15: Aura of Faithful Reverence
As a bonus action, choose one of the aura options, you can imbue your aura to an amount of creatures stated on the specific aura ability within 30ft.
Divinum Praesidium: select up to 6 creatures within 30ft, they all gain 2d6 + your wisdom modifier temporary hit points.
Divina Ductio: Select up to 6 creatures within 30ft, they all gain advantage on their first attack on their next turn (this includes spells).
Divina Firmitas: Select up to 3 creatures within 30ft, they all gain +2 to their armour class until the start of your next turn.
You can use this feature a number of times equal to your wisdom modifier, and regain all uses when finishing a long rest.
Level 18: Truly faithful
You gain immunity to Radiant and Necrotic damage, you gain immunity to the frightened condition, you also gain advantage on religion checks.
Level 3: Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Templar Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
| Level | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3rd | 3 | 2 | - | - | - |
| 4th | 3 | 3 | - | - | - |
| 5th | 4 | 3 | - | - | - |
| 6th | 4 | 3 | - | - | - |
| 7th | 5 | 4 | 2 | - | - |
| 8th | 5 | 4 | 2 | - | - |
| 9th | 6 | 4 | 2 | - | - |
| 10th | 6 | 4 | 3 | - | - |
| 11th | 7 | 4 | 3 | - | - |
| 12th | 7 | 4 | 3 | - | - |
| 13th | 8 | 4 | 3 | 2 | - |
| 14th | 8 | 4 | 3 | 2 | - |
| 15th | 9 | 4 | 3 | 2 | - |
| 16th | 9 | 4 | 3 | 3 | - |
| 17th | 10 | 4 | 3 | 3 | - |
| 18th | 10 | 4 | 3 | 3 | - |
| 19th | 11 | 4 | 3 | 3 | 1 |
| 20th | 11 | 4 | 3 | 3 | 1 |