Templar | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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World of Abaz'shala (Al'Akyrian Realms)

Templar

A religious warrior who lacks the power to call on the divine as readily as a cleric or paladin might. Templars embody the martial aspect of the holy fight. Whether they fight for demons, devils, or celestials, they still ground themselves in their religion and seek to appease the higher powers. They fight for a cause and are quick to hold up the ideals of their faith, though they are not bound to it like a paladin. It is their idealism alone that guides their hand, and their faith in their cause. They will stand ready to defend that which they deem important or smite those who stand against them.

A Human, armed in full plate with a morningstar in one hand and a shield in the other bellows a challenge to all who would defy him. He charges into the oncoming wave of heretics, chanting prayers to their diety with each stroke of their mace. Each and every one bringing a new scream to echo around them. Nothing will stand between them and the justice they will enact. The relic WILL be returned to its resting place!

A Tiefling sniffs the air, they can feel the presence. A celestial is near... They thumb their dagger and prepare the poisoned bolt in their hand crossbow as they examine the area around them. Slowly, she licks her lips. Her masters would be proud, an angel delivered to them, dead. But first... the hunt is on. She clicks the mechanism back on her hand crossbow and closes her eyes briefly, seeing the vague form of the celestial hiding on the pillar behind them. In one swift movement she turns and fires the bolt.

A lone Dragonborn stands at the foot of an altar, a greatsword resting tip-down into the marble beneath his feet. He stares at the intruders wearily before lifting the sword over his shoulder. The reliquary must be protected, and he was their last line of defense. Uttering a small prayer under his breath he closes his eyes and listens for them approaching. When they are but five feet away he opens his eyes, now golden and swings his sword in an arc in front of him, a wave of holy light eminating outwards, tripping the intruders before he charges in.

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: simple weapons, flail, greatsword, longsword, maul, morningstar, shortsword, warhammer
tools:
saving throws: Wisdom, Strength
skills: Choose two from Athletics, Arcana, Religion, Insight, Persuasion, Intimidation, and Investigation
starting equipment:
spellcasting:
class features:

Zeal

The Templar manifests their powers through a resource called Zeal. Starting at 1st level the Templar gains 2 Zeal points that they can expend on powers. They gain a variety of base powers they can spend zeal on described later in the class. They also gain additional Zeal points as described on the Class Table. The Templar regains their Zeal at the start of every long rest.

  Zeal Save DC = 8 + Proficiency Bonus + Wisdom Modifier   Zeal Attack Bonus = Proficiency Bonus + Wisdom Modifier  

Faith

Starting at 1st level, choose a Faith or an Outsider type to dedicate to. A Templar usually dedicates themselves to a specific type of patron. It is rare to see a Templar devote himself to more than one creed or type of outsider. Choose from one of the following types to devote your faith to: Celestial, Devil, Demon, Fallen Celestial, Fey, or Undead. This determines many abilities detailed later, but some basic information about each is detailed below.

  • Faith Outsider - Damage Type
  • Celestial - Radiant
  • Devil - Cold
  • Demon - Fire
  • Fallen Celestial - Necrotic
  • Fey - Psychic
  • Undead - Necrotic
 

Acts of Faith

Beginning at 1st level, the Templar gains access to Acts of Faith. These are (usually) mundane techniques that they channel their zeal into or perhaps very minor boons granted to them by their patron(s). Starting at first level, choose two acts of faith that you gain. Consult the Templar table to see when you gain another Act of Faith to choose from. Make sure that all prerequisites are met to choose them. You may change out a single Act of Faith for another one that you meet the requirements for each time you level up. However, if the Act of Faith requires a specific level minimum to be met, you can only exchange one gained at the appropriate level for the new one. i.e. you cannot trade out a 1st level Act of Faith for an Act of Faith whose minimum is level 11

 

Divine Calling

At 2nd level you are called upon to serve a purpose. Choose a Divine Calling of your choice from the list of available Divine Callings. Your choice grants you features at 2nd level, and then again at 7th, 12th, 17th, and 20th level.

 

Prayer

At 3rd level the Templar gains the ability to utter a prayer to their divine patron(s). As an action they can recite a prayer to whomever they pay homage to and regain up their proficiency bonus in Zeal Points. They may only do this once per short or long rest.

 

Ability Score Increase

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  If your DM allows the use of feats, you may instead take a feat.

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Divine/Infernal Manifestation

At 6th level you gain a Manifestation based on your Faith, detailed later.

 

Divine Calling Feature

At 7th level, you gain a feature granted by your Divine Calling.

 

Ability Score Increase

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  If your DM allows the use of feats, you may instead take a feat.

 

Zealotry

At 9th level, the Templar can infuse themselves with Zeal. They must start taking an hour during a long rest in prayer to recieve the benefits of this ability. As a bonus action, they can regain 2 points of Zeal. They can do this a number of times equal to their Wisdom modifier. They regain uses of this ability on a long rest after praying.

 

Divine/Infernal Manifestation

At 10th level you gain a Manifestation based on your Faith, detailed later.

 

Eternal March

At 11th level, the Templar embraces the Eternal March. They forever will themselves onwards no matter the struggle or pain. When the Templar would normally be incapacitated, they may expend 1 Zeal Point to instead return to 1 Hit Point. Furthermore, they cannot have their movement speed reduced beneath half.

 

Divine Calling Feature

At 12th level, you gain a feature granted by your Divine Calling.

 

Ability Score Increase

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine/Infernal Manifestation

At 14th level you gain a Manifestation based on your Faith, detailed later.

 

Devoted Service

The Templar is an exemplar of their Faith. Their faith is so strong that outsiders that follow the doctrine and faith that the Templar does struggle to stand against their divine mission. At 15th level The Templar may expend 1 Zeal Point as an action to attempt to Dominate an adjacent outsider that matches their Faith. The target must make a Wisdom Saving Throw with a DC Equal to the Half the user's Templar Level (rounded up) + Wisdom Bonus. The Maximum CR for this ability is equal to Half Templar Level (rounded up) + Proficiency Bonus. Alternatively, the Templar may expend 3 Zeal to summon a creature within the range that is considered dominated. It remains for an hour before disappearing once again.

 

Ability Score Increase

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine Calling Feature

At 17th level, you gain a feature granted by your Divine Calling.

 

Divine/Infernal Manifestation

At 18th level you gain a Manifestation based on your Faith, detailed later.

 

Ability Score Increase

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine Calling Feature

At 20th level, you gain a feature granted by your Divine Calling.

subclass options:
LevelProficiency BonusFeaturesZeal PointsActs of Faith
1st+2Zeal, Faith, Acts of Faith22
2nd+2Divine Calling22
3rd+2Prayer32
4th+2Ability Score Increase33
5th+3Extra Attack43
6th+3Divine/Infernal Manifestation44
7th+3Divine Calling Feature54
8th+3Ability Score Increase55
9th+4Zealotry65
10th+4Divine/Infernal Manifestation65
11th+4Eternal March76
12th+4Divine Calling Feature, Ability Score Increase76
13th+586
14th+5Divine/Infernal Manifestation87
15th+5Devoted Service97
16th+5Ability Score Increase97
17th+6Divine Calling Feature108
18th+6Divine/Infernal Manifestation108
19th+6Ability Score Increase118
20th+6Divine Calling Feature129

Created by

Shadowstrikez.

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Class Features

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