Templar
Hit Points
Hit Dice: d8 per Templar level
Hit Points at first Level: 8+Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Templar level after 1st.
Proficiences
Armor: All armor, shields
Weapons: Simple Melee Weapons, Martial Melee Weapons
Tools: None.
Saving Throws: Constitution and Wisdom
Skills: Choose two from among the following: Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, and Perception.
Overview & Creation
Templar's, while often confused with Champions, are not mere fighting machines. Their magic resembles lightwork and relies on their connection to their spirit much in the same way as a Lightworker. Additionally, they utilize light and energy as their primary magic, bending it into other forms of energy such as fire and lightning. The Templar is a defensive champion, channeling the power of the sun itself to strengthen himself, aid allies, and smite foes. Frequently protecting themselves with heavy armor and a stalwart shield, Templars are Bastions of order and justice.
Legacy of Protecting Magic
The Templars first came about during the mass exile of magical beings. When the Edician Council cast out all those who refused to give up their magical abilities, it's said that Angels from the Heavens came to the outcasted people and taught them some forms of lightworking. Combined with physical prowess and an affinity to the sun as a source of light, the Templar were born. They were created during a time before the Edician races diverged into their magical influenced counterparts, so they've become a class in all three of the Edician off shoot races. Their goal was very specific, to protect the magic of the world of the Edicia and it's tyrannical leaders. This duty outweighed any other, including loyalties to their people in war. Loss of the magic was the greatest loss, so this was protected. Due to this, the Templar position was seen as more sacred than combative. From among the Templar's, a rare circle of them have been chosen with the honor of protecting the Auratris, an honor that has gone to many brave and noble Templar's.
Modern Day Templars
Up to present day, the Templar's retain much of their sacred function. They are spread throughout the world taking on different roles in society, but still hold to the truth of their purpose. Most Templar's take on roles in sacred places or protecting cities and temples. They can be found protecting world leaders, guarding portals, and as members of the city watch. There is still an elite force, now selected by the World Council, to protect the Auratris from any attempts of destruction. Unlike champions who focus their magic into physical combat skills, the Templar practices the balance of physical training with magical and spiritual practice.
Class Features
Templar Paths
At 1st level, the Templar is ready to choose their path to determine how their magic will manifest. You may choose between the Aedric Spear, Dawn's Rath, and Restoring Light paths. Each Path grants a feature at the 1st level, then again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th.
Fighting Style
At 2nd Level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to inmpose disadvantage on the attack roll. You must be wielding a shield.
Ability Score Improvement
When you reach 4th level,, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Secondary Templar Path
At 10th level, your mastery of Templar practice has allowed you to learn about another Templar path. At this level, you gain access to an ability from another path. You may choose any feature from a secondary Templar path so long as it is below your current level. You also gain access to additional features at 12th, 14th, and 16th level.
Energy Burst
Once you reach 18th level, you have learned channel your magic in a way that it can burst outwards in dire situations. Reducing all of your EP except 1, you send a wave of energy out effecting creatures in your immediate area. All creatures within melee range of you must make a dexterity saving throw, taking damage equal to the EP expended for the effect on a fail and half as much on a success. Additionally, if they fail the save, they are pushed back 15 feet. When casting this spell, you may choose between radiant, lightning, or fire damage.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons.
- (a) five javelins or (b) any simple melee weapon
- (a) a priest's pack or (b) an explorer pack
- Chain mail and a jewelry item with a crystal component for channeling energy.
Spellcasting
Cantrips
At 1st level, you know two cantrips of your choice from the Templar spell list. You learn additional cantrips of you choice at higher levels as shown on cantrips known column of the Templar Table.
Spellcasting
At 2nd level you have gained the ability to use arcane magic, and have learned how to bend it to your will. The spells known columns of the Templar Table shows when you learn more Templar spells of your choice from the spell list. Each of these spells must be of a level where you have access to those spells.
Additionally, when you gain a level in this class you can choose one of the Templar spells you know and replace it with another spell from the Templar spell list, which also must be of a level for which you have access to spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your Templar spells, since the power of your magic relies on your spiritual practice and growth as well as your connection to magic through spiritual means. 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 Templar 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+your Wisdom modifier
Spellcasting Focus
You can use a melee martial weapon as a spellcasting focus for your Templar spells.
Subclass Options
Path of the Aedric Spear
Those who take the path of the Aedric Spear are devoted to protecting magic. They know some who are willing and have attempted to steal magic from others and turn Magic into an elite ownership item. In the early days of the Templar, those who took the path of the Aedric Spear or those who would eliminate magic all together. There have been several attempts by the old council of Edicia to steal the magic of other races, often times twarted by these very Templars. Aedric Spear channel magic to boost their attacks to produce results. They have been known to stand guards at cities and many of those who protect the Auratris come from this group.
Electric Hand
You know the shocking grasp cantrip and can cast it at will. Charisma is your spellcasting ability for this cantrip.
Thunderous Rebuke
You have the ability to thunderously rebuke attackers. At 3rd level, when a creature within 30 feet of you that you can see hits you with an attack, you can use your reaction and to cause the creature to make a Dexterity saving throw. The creature takes 2d6 thunder damage on a failed saving throw, and half as much damage on a successful one. This damage increases as you reach higher levels: increases to 3d6 at 5th level, 4d6 at 11th level, 5d6 at 17th level. You can use this feature a number of times equal to your Dexterity modifier. You regain expended uses of this feature when you complete a long rest.
Storm Resistance
Starting at 5th level, you have resistance to lightning and thunder damage
Destructive Wrath
Starting from 7th level, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage. For example, if you use your Thunderous Rebuke, instead of rolling 2d6 to determine the damage you would deal with that effect, you can instead choose to deal 12 damage. Once you use this feature, you can't use it again until after you complete a short or long rest.
As you reach higher levels, you can use this feature more often. Starting from 10th level, you can use this feature twice between short or long rests, and starting from 18th level, you can use this feature three times between short or long rests.
Thunderbolt Strike
Starting at 9th level, when you deal lightning damage to a creature of Large size or smaller, you can also push that creature 10 feet away from you.
Piercing Spear
Starting at 11th level, you gain the ability that increases your ability to crit easier (on 19's), and increases Crit damage by an extra 20%.
Storm Strikes
Beginning at 13th level, your weapon attacks deal an additional 1d8 lightning damage on a hit
Aura of Storm Resistance
Starting at 15th level, your magic creates a static aura that fills the air. Your allies have resistance to lightning and thunder damage while they are within 30 feet of you.
Lightning Surge
At 17th level you can channel more energy into your lightning Spells. When you cast lightning Spells, add an additional 1d6 of damage for each level of spell.
Avatar of the storm
Become imbued with the power of electricity. You instantly become speed itself, always moving first in combat. When you activiate this ability, gain the following benefits for 1 mintute:
- When you move, instead of moving normally, you teleport to any location.
- Any attack made against an enemy has advantage, and they have disadvantage on saving throws imposed by you.
- Any attack or spell cast is followed up by powerful lightning strikes, dealing additional 1d8 damage that cannot be negated or evaded.
This Ability may only be used once per long rest.
Path of the Dawn's Wrath
Those who take the path of the Dawn's Light are dedicated to protecting the integrity of magic and protecting the world from it's misuse. While those in the Aedric Spear wish to protect magic in the world, Dawn's Light Templars protect the world and others from assaults completed by magic. Most notably, Dawn's Light has recognized and actively fights to stop the use, spread, and experimentation of Oblivion Magic called Noxea. They channel their magic to develop strong spells of light and fire in order to better help them combat the darkness and misuse of magic. Those in the path of the Dawn's Light also work a lot with Zarians and Lightworkers as they hold similar goals.
Early Dawn
Thanks to your connection to the sun, you're given the ability of an early dawn. Starting at first level as a Dawn's Wrath Templar, you're rest time in halved wherein you require less rest to fulfill the qualifications for a short or long rest. Additionally, if your short or long rest is interrupted, you will still receive half of the benefits of the short or long rest.
Extra Attack
Beginning at 5th level, when you take the attack option, you may attack twice.
Righteous Strike
At 7th level, you have mastered the art of imbuing your weapon attacks with elemental magic. You may add 1d6 Radiant, Fire, or Lightning damage to your attack. You can declare a use of Righteous Strike after the attack hits. This damage increases as you reach higher levels: increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level. This ability costs 1 EP to activate.
Prism
Your willpower is not to be taken lightly. At 9th level, While in combat, each round you gain 1 EP. This amount cannot be increased or decreased by other means.
Virtuous Interference
At 11th level, you can sense imminent danger. If an ally you can see would be hit by an attack, you may use your reaction to dash and intercept the attack without provoking opportunity attacks. It must be within your movement speed to react. If your AC is higher than the Attack roll, you may perform a counterattack.
Divine Presence
At 13th level, Your devotion to the Divines has become an illustrious aura that lights up the area around you. You and your allies can see up to 30 feet around a point centered on you. You cannot be taken by surprise and are immune to poison and disease. You gain a disadvantage on stealth rolls.
Bastion
At 15th level, your hardened skills in battle has heightened your protective will. Your AC is increased by 2 and your constitution score is increased by 2. No skill can surpass 20 with this passive.
Restoring Spirit
At 17th level, The Power of the Dieties surges through your veins. When you cast a Dawns Path spell, You heal hp equal to the amount of EP spent to cast the spell.
The Diety Unleashed
At level 20, you have reached max devotion to your Diety, releasing it's power from within. Once per long rest, you may invoke the power of your Diety granting the following effects:
- Your initiative is increased by 10,
- Your movement speed increases by 10,
- All attacks are made with advantage, and all enemies within 40 feet have disadvantage against your spells save DCs.
Path of the Restoring Light
Those who take the path of Restoring Light are dedicated to protecting the vulnerable and weak. They are also known as Illian's warriors as they have often been attributed to the legendary Guardian "Illian, the guardian of innocence". They channel their magic to foster healing and hope. They believe that it is in the help of others and in the showing of love that we can find the greatest magic. Those in this path can tend to be more spiritually included that those in the other classes and spend more time connecting to their own consciousness and the universal magic.
Inner Light
Starting at first level, a Path of the Restoring Light Templar's healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level.
Naturally Gifted
Beginning at 3rd level, a Templar of this path can use an action to expend one use of a 'healer’s kit' to tend to a creature and restore 1d6 + the casters level hit points to it, plus additional hit points equal to the creatures maximum number of hit dice to it. The creature can’t regain hit points from this feature again until it finishes a short or long rest. They also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If they do not have proficiency in Medicine, they get it from this feature. In addition, they gain 2 extra hit points per level.
Curative Touch
When you heal a target within touch range, you remove 1 effect causing any of the following conditions: blinded, deafened, diseased, fear, paralyzed, burned or poisoned.
Effortless Healing
At 7th level, a healer throws themselves to an ally in an effort to heal them with no thought of their personal safety. When moving to reach an ally to cast a spell granted by the Spellcasting feature or using a spell-like ability from this class as part of the same turn, you do not provoke attacks of opportunity.
Beacon of Life
At 9th level, you and any allies within a 15ft radius of you are under the effect of the spell beacon of hope. A creature that is not on the same plane as you cannot benefit from this feature. This features range increases to 30ft at 17th level. You may give this effect to up to 5 party members and yourself for 1 minutes once per Long Rest. If you wish to use this again, you may expend a 3rd level spell slot to do so. You may cast this using a higher level spell slot, gaining an additional 1 minute for every level of the spell slot used.
Over Flowing Vigor
At 11th level, your learn to improve someone's well-being even after they are as healthy as possible. Whenever you restore hit points to a creature and the amount healed exceeds their maximum hit points, the remaining hit points are given to that creature as temporary hit points. These temporary hit points last for ten minutes or until replaced or exhausted.
Cleansed Spirit
At 11th level, you gain access to the Greater Restoration spell, and you can cast it without expending a spell slot once per long rest.
Regenerate
At 15th level, the healer can cast regenerate to restore a lost or damaged body part once per long rest.
Faithful Denial
At 17th level, once per week, you can bestow a creature with the faith to deny even death itself. This effect lasts for either one week, until you use this ability again, or the effect is activated and does not require concentration. If the creature is reduced to zero hitpoints, or killed outright (The player can decide which of these trigger the effect) the player is instead immediately stabilized and given hp equal to a roll of half their hit die, rounded down. The creature retains their hit die and are unaffected by the attack that would have otherwise killed them.
Angel of Eternity
You become a bastion of hope, sprouting wings of holy power. You instantly heal yourself and all allies to full health and removing any detrimental effects immediately. You gain a flying speed equal to double your walking speed, and you hover 5 feet above the ground. Any melee attacks made against you suffer disadvantage. Only 1 use per long rest. Duration of 1 minute.
Level | Proficiency Bonus | Energy Points (EP) | Cantrips | 1st | 2nd | 3rd | 4th | 5th | Features |
---|
1st | +2 | - | 2 | - | - | - | - | - | Spellcasting, Templar Path |
2nd | +2 | 2 | 2 | 2 | - | - | - | - | Fighting Style |
3rd | +2 | 3 | 2 | 3 | - | - | - | - | Path Feature |
4th | +2 | 3 | 2 | 3 | - | - | - | - | Ability Score Improvement |
5th | +3 | 8 | 2 | 4 | 2 | - | - | - | Path Feature |
6th | +3 | 8 | 2 | 4 | 2 | - | - | - | - |
7th | +3 | 10 | 2 | 4 | 3 | - | - | - | Path Feature |
8th | +3 | 10 | 2 | 4 | 3 | - | - | - | Ability Score Improvement |
9th | +4 | 16 | 2 | 4 | 3 | 2 | - | - | Path Feature |
10th | +4 | 16 | 3 | 4 | 3 | 2 | - | - | Secondary Templar Path |
11th | +4 | 19 | 3 | 4 | 3 | 3 | - | - | Path Feature |
12th | +4 | 19 | 3 | 4 | 3 | 3 | - | - | Ability Score Improvement, Secondary Path Feature |
13th | +5 | 23 | 3 | 4 | 3 | 3 | 1 | - | Path Feature |
14th | +5 | 23 | 4 | 4 | 3 | 3 | 1 | - | Secondary Path Feature |
15th | +5 | 27 | 4 | 4 | 3 | 3 | 2 | - | Path Feature |
16th | +5 | 27 | 4 | 4 | 3 | 3 | 2 | - | Ability Score Improvement, Secondary Path Feature |
17th | +6 | 36 | 4 | 4 | 3 | 3 | 3 | 1 | Path Feature |
18th | +6 | 36 | 4 | 4 | 3 | 3 | 3 | 1 | Energy Burst |
19th | +6 | 41 | 4 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement |
20th | +6 | 41 | 4 | 4 | 3 | 3 | 3 | 2 | Path Feature |