Base Class: Fighter
Becoming an Templar of the Old Faith requires a commitment to maintaining nature's precarious balance. Serving to protect sacred sights these noble souls are often the first line of defense against the unnatural. Often a Templar finds themselves bridging the gap between civilized and druidic people.
A few noble Fighters swear their fealty to Nature. Swearing to protect the Old Faith, soldiers enter as squires among druidic circles after having mastered their martial prowess. Once accepted into a circle, these men and women must learn and demonstrate an understanding of the delicate ecological balance that sustains plant and animal life. After proving ones devotion; Druids of the circle share knowledge of the magics they use to help maintain this balance. These knights wield the elements of nature to protect the untarnished reaches of the world.
Others exist as nomadic groups of peoples who retain this knowledge of the ancient magics of the earth.
Spellcasting
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 Spell Listing for the druid spell list.
Cantrips
You learn 2 cantrips; you choose these from the druid spell list. You also learn Absorb Elements and it does not count against your number of prepared spells
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through attainment with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid 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
Elemental Channel
Your study of nature and strict training increase your combat prowess. Being an instrument of the natural world you can focus its energies through your body for increased potency.
Elemental Dice. You gain a number of Elemental die equal to your constitution modifier, which are d4s. A elemental die is expended when you use it. You regain all of your expended die when you finish a long rest.
You can expend and elemental damage die when you hit a creature with a weapon or unarmed attack. You add the elemental die to the attacks damage roll. The types of damage are limited to acid, cold, fire, lightning poison or thunder. Additionally the type you choose must be of a druid spell in which you know/have prepared. The damage added by this feature ignores resistance. You can use this feature no more than once per turn.
Additionally at 7th level your elemental dice become d6s, and at 15th level they become d8s
You learn one additional cantrip from the druid spell list, it must be a cantrip that produces a spell attack or a spell save with the purpose of doing damage.
Ancient Roots
Voice of the Old Faith
Starting at 7th level, your discipline with the elements cause you Elemental Die to become d6s
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Body of the Wilds
Starting at 10th level you have advantage on saving throws made to resist being charmed or frightened.
Added damage dealt by Absorb Elements ignores resistance. Additionally you can cast Absorb Elements at first level and expend an Elemental Die instead of expending a spell slot. You do not add the roll from the Elemental die to the damage.
Soul of Sand
Aura of Vitality
When you reach 15th level, you gain resistance to poison and necrotic damage and immunity to being poisoned.
Additionally upon reaching 15th level, as a reaction to a creature within 30 feet of you receiving damage (as described in Absorb Elements) you may expend an Elemental Die to cast Absorb Elements at 1st level on that person. This casting consumes the Elemental Die and not a Spell Slot. You may only cast Absorb Elements in this manner when expending an Elemental Die.
Lastly, your elemental die become d8s
Nature's Conduit
Timeless Body
Starting at 18th level, your unwavering service to nature rewards you. For every 5 years that pass, your body ages only 1 year.
Conduit of the Elements
Additionally at 18th level You can redirect energy intended to harm you. When you take damage from a spell or other elemental effect you may expend a use of your Indomitable feature as a reaction. Doing so grants you resistance to the triggering damage type until the start of your next turn. Also, the next time you hit a creature with a weapon attack, (within the next minute) the target takes an extra 2d10 damage plus your Constitution modifier of the triggering type, and the effect ends.
Damage dealt by this effect ignores resistances, and treats a creatures immunity as resistance instead dealing half damage.
*this effect only works when you take acid, cold, fire, force, lightning, necrotic, poison, radiant or thunder damage.
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