Base Class: Fighter
The archetypal Templar commits themselves to destroying and controlling unruly magic. Templars use magical techniques similar to those practiced by wizards, in an aid to defend themselves against them. They also have learned minor ways of healing and mending, using these multitude of abilities to become the perfect counter to those whom dare cast spells against them. They tend to focus their abilities on defending themselves through abjuration magic, dishing out more offensive magic through evocation, and use divination to track down magic.
Spellcasting
3rd-level Templar feature
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spell 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and divination spells on the cleric spell list.
The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Templar Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Fanatical Strike
3rd-level Templar feature
Beginning when you choose this archetype at 3rd level, you have learned to explicitly counter magic users to the extreme. When a creature within reach you can take opportunity attacks against begins casting a spell, you can use your reaction to make a melee weapon attack against that creature.
Starting at 10th level, the creature hit with your Fanatical Strike ability has disadvantage on their saving throw if they are concentrating on a spell.
Hardened Mind
3rd-level Templar feature
Beginning when you choose this archetype at 3rd level, your mind has become a stalwart shield against tricks that would otherwise manipulate you, and you learn the finer details about the arcane. You can add your Wisdom modifier to Intelligence and Charisma saving throws against spells, as well as gain proficiency with the Arcana skill.
Righteous Endurance
7th-level Templar feature
At 7th level, you have learned to use your success to further your resolve.As a reaction when you succeed a saving throw against a magical spell, you can gain a number of temporary hit points equal to 1d8 + your Wisdom modifier, provided you don’t already have temporary hit points. Additionally, you can add your Wisdom modifier to Arcana checks.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Search and Destroy
10th-level Templar feature
At 10th level, you have learned to hunt and annihilate sources of magic. You can cast detect magic at will. Additionally, you can cast dispel magic using this feature. Wisdom is your spellcasting ability for this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Reflect
15th-level Templar feature
At 15th level, you have learned the art the art of magical deflection. As a reaction, when you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, you are unaffected. On a 5 - 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
Once you use this feature, you must finish a long rest before you can use it again.
Immunity
18th-level Templar feature
At 18th level, you become the subject of many caster's nightmares. You have advantage on all saving throws against magical spells; and when you are subjected to a magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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