Paladin
Base Class: Paladin

The Oath of the Templar calls to paladins who seek to subdue or eliminate the threats of the arcane. Thus, Templars are trained in a variety methods to hinder, restrain or if the need requires it, dispose of individuals who wield powerful magics. The primary purpose of paladins of this oath is to find information about and to deal with threats from cults, liches, powerful casters, or other threats related to the arcane. Due to their specialty it has lead Templars to be seen unfavorably by many casters, though some casters can see how their abilities are required.

Oath Tenets

A paladin who takes the Oath of the Templar has the following tenets to uphold, even if the exact wording will vary.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Restraint. Those with power should never abuse it.

Vigilance. You must always be ready to act when the need arises.

Channel Divinity

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

Arcane Dampening. You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you, is hit by a spell or magical effect, you can use your reaction to half the damage.

Seal Magic. You can use your Channel Divinity to prevent a foe from casting magic. As an action, choose a creature that you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute. While sealed, the creature cannot cast spells and can repeat the saving throw at the end of each of its turns. On a success, the effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Templar Spells
Paladin Level Spells

3rd

Absorb Elements, Detect Magic

5th

Hold Person, Warding Bond

9th

Counterspell, Dispel Magic

13th

Banishment, Resilient Sphere

17th

GeasWall of Force

Silencing Strike

Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failed save, they become deafened and unable to speak until the end of its next turn. If the creature is concentrating on a spell or other magic effect, the concentration is broken and the creature is stunned until the end of their next turn.

You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

Arcane Renewal

Starting at 15th level, once per turn, when you cause a spell to end by using your Cleansing Touch feature, interrupt a hostile creature’s concentration, casting Counterspell or Dispel Magic, you regain a number of hit points equal to 5 x the spell’s level.

Templar's Zeal

At 20th level, your mere presence causes magic to weaken and become more difficult to use. As an action you gain the additional benefits for 1 minute.

  • You and your allies within 30 feet of you have resistance against spells and other magical effects.
  • When a creature that you can see within 60 feet of you casts a spell, you can use your reaction to force the creature make a wisdom saving throw. On a failure, the spell fails to be cast.
  • Creatures of your choice within 30 feet of you have disadvantage on saving throws to maintain concentration on spells or other magical effects.

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

Previous Versions

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