Fighter
Base Class: Fighter

The anti-mage, a warrior specialized in tracking down the arcane and disrupting spellcasters.

Righteous Strike

At 3rd level, the Templar's anti-magic abilities flow through their weapon. Whenever the Templar hits with a weapon attack, the targeted creature has disadvantage on concentration saving throws until the end of their next turn.

Spellcasting

Cantrips
You learn the Guidance and True Strike cantrips. Additionally, you may cast these using a Bonus Action.

Spell Slots
The Templar Spellcasting table shows how many spell slots you have to cast your 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 detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.

Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the divination spell school. These may be from any classes spell list. The Spells Known column of the Templar Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a 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.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots, and it must be a divination spell.

Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

2

7

4

3

—

—

11th

2

8

4

3

—

—

12th

2

8

4

3

—

—

13th

2

9

4

3

2

—

14th

2

10

4

3

2

—

15th

2

10

4

3

2

—

16th

2

11

4

3

3

—

17th

2

11

4

3

3

—

18th

2

11

4

3

3

—

19th

2

12

4

3

3

1

20th

2

13

4

3

3

1

Purging Smite

At 7th level, when you hit a creature with a weapon attack, you can expend one spell slot to deal force damage to the target and all hostile creatures within 30ft of the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.
If the target has the Spellcasting or Pact Magic feature, they take additional force damage equal to your Templar level.

Mental Fortress

At 10th level, through rigorous mental exercises, Templars learn to shield their minds from manipulation.
You gain proficiency in Wisdom, Intelligence, and Charisma Saving Throws

Weave Distortion

At 15th level, you gain advantage on all saving throws against spells or other magical effects. Additionally, you have resistance to any damage from spells or magical effects.

Magic Void

At 18th level, through long-term training and secret rituals you have become a barricade against the blight of magic, it's effects pouring out of your body, warping reality around you. This has a number of effects:

- At the end of a long rest, you can choose a number of creatures up to your Intelligence modifier. These creatures gain advantage on saving throws against spells and other magical effects until the end of your next long rest.
- Once per long rest, you can use an action to become immune to all damage from spells for one minute. During this time, if you are subject to a saving throw from a spell or magical effect, you can choose to succeed on the save.
- Once per long rest when you use your Purging Smite feature, you may choose to double the damage dealt.

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