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Acts of Faith (Templar Mechanic)

Acts of Faith


Acts of Faith are the basic things that Templars expend their Zeal on. These abilities are usually mundane but can also be somewhat mystical or empowered by the Faith of the Templar. Below are listed all Acts of Faith and their prerequsitites.
 

Ascendant


Prerequisites: None
Cost: 1 Zeal
The Templar infuses themselves with power from their faith. As an Action the Templar gains +1 AC and an additional 1d6 of the damage type associated with their Faith for 30 seconds.
 

Harrowing Strike


Prerequisites: None
Cost: 1 Zeal
The Templar lashes out in fury. As a bonus action the Templar may replace one of their standard attacks with a Harrowing Strike. Upon a successful hit the target gains disadvantage on it's next attack.
 

Baleful Challenge


Prerequisites: None
Cost: 2 Zeal
The Templar bellows a challenge at a target. The Target must make a Wisdom saving throw with a DC equal to the Templar's Zeal DC or be frightened of the Templar for 1 minute. The Target may repeat this saving throw at the end of each of their turns.
 

Sweep


Prerequisites: None
Cost: 1 Zeal
The Templar brings their weapon up to sweep the target's legs out from under them. The Templar may expend Zeal to make any of it's melee weapon attacks into a Sweep. Execute the attack as normal and upon a successful hit, the target must make a Dexterity Saving Throw with a DC equal to the Templar's Zeal DC or be knocked prone.
 

Antagonize


Prerequisite: 4th Level
Cost: 1 Zeal
The Templar bellows a threat or otherwise encourages an enemy to attack them. The Templar may expend 1 Zeal to antagonize a creature as an action. This causes the target to have disadvantage on any attacks that do not target the Templar until its next turn.
 

Divine Sentinel


Prerequisite: 4th level
Cost: 2 Zeal
The Templar takes up the stance of a Divine Sentinel. The Templar may expend 2 Zeal to settle into the stance of a Divine Sentinel as a bonus action. While in this Stance, the Templar may make up to two additional attacks of opportunity. This stance lasts for one minute or until the Templar ends it as a bonus action.
 

Flourish


Prerequisite: 6th level
Cost: 1 Zeal
The Templar flourishes their weapon as a bonus action in an extravagent motion to throw off their opponents. The next melee weapon attack against the Templar has Disadvantage.
 

Divine Knowledge


Prerequisite: 6th level
Cost: 1 Zeal
The Templar is knowledgable about most things related to their faith. However, sometimes they seem to be gifted with greater knowledge. A Templar may expend a point of Zeal when making a knowledge check related to an object or artifact of faith to gain advantage (Consult your Dungeon Master to ensure this applies).
 

Radiant Burst


Prerequisite: 8th level, Celestial Faith
Cost: 2 Zeal
A Celestial Templar, in an act of faith to the heavenly beings release a burst of radiant light and energy. As an action a Celestial Templar may expend 2 Zeal to release a Radiant Burst. All enemies within 30 feet must make a Wisdom Saving Throw with a DC Equal to the Celestial Templar's Zeal DC or be blinded for ? rounds and take 3d6 + The Templar's Wisdom Modifier in Radiant Damage. A successful save causes the targets to take half damage and not be blinded.
 

Stygian Blast


Prerequisite: 8th level, Devil Faith
Cost: 2 Zeal
A Devil Templar harnesses the power of cold and frost, elements unique to the frozen level of Hell. As an action a Devil Templar may expend 2 Zeal to release a Stygian Blast in a 30 foot cone. All creatures within the Cone must make a Constitution Saving Throw with a DC Equal to the Devil Templar's Zeal DC or have their movement speed halved and take 2d6 + the Templar's Wisdom Modifier in Cold Damage. A successful save halves the damage and incurs no movement speed penalty.
 

Entropic Bolt


Prerequisite: 8th level, Demon Faith
Cost: 2 Zeal
A Demon Templar reaches into the Abyss, the land of pure chaotic forces and manifests a bolt of entropic fire. As an action a Demon Templar may expend 2 Zeal to make an Entropic Bolt attack at a creature within 60 feet using the Demon Templar's Zeal Attack Bonus. Upon a hit the target takes 3d6 + the Templar's Wisdom Modifier in Fire Damage. Additionally, this fire damage ignores resistance to fire damage and degrades fire damage immunity to resistance.
 

Fey Entanglement


Prerequisite: 8th Level, Fey Faith
Cost: 2 Zeal
A Fey Templar learns how to manipulate the roots and branches that exist within the Feywild and bring them into the Material Plane. As an Action a Fey Templar may expend 2 Zeal to use Fey Entanglement on a creature within 30 feet. The Target must make a Dexterity Saving Throw with a DC equal to the Templar's Zeal DC or be restrained for 1d4 + 2 Rounds. While Restrained the target takes 2d6 Psychic Damage at the start of its turn. They may repeat the saving throw at the end of each of their turns.
 

Necrotic Wake


Prerequisite: 8th Level, Undead Faith
Cost: 2 Zeal
An Undead Templar channels the spirits and souls from the Æther to empower themselves. As an action an Undead Templar may expend 2 Zeal to charge forward in a Necrotic Wake. As a Bonus Action the Undead Templar becomes semi-ethereal. While in this state the Undead Templar may move through other creatures, any creatures they move through must make a Consitution saving throw with a DC equal to the Undead Templar's Zeal DC or take 3d6 + Wisdom Modifier Necrotic Damage.
 

Sundering Blow


Prerequisite: 8th Level
Cost: 2 Zeal
The Templar cries out with a mighty bellow as they bring their weapon down on their opponent. As an action the Templar may make a Sundering Blow by expending 2 Zeal. The Templar makes an attack as normal, however, instead of dealing Damage the Templar instead reduces the AC of their target by 2 for 30 seconds. Sundering Blow can only effect a target once.
 

Devastating Strike


Prerequisite: 8th Level
Cost: 1 Zeal
A Templar strikes out with a heavy blow, focusing on delivering a singular, brutal strike to a target. When making a melee attack a Templar may expend 1 Zeal to make it a Devastating Strike. A Devastating Strike deals an additional three physical damage dice of the type dealt by the weapon. Additionally, if the hit is a critical hit, it stuns the target for one round.
 

Cleave


Prerequisite: 10th level
Cost: 2 Zeal
The Templar grabs their weapon with two hands and swings in a mighty arc. Upon making a melee attack the Templar may choose to expend two Zeal and strike up to three targets in a singular attack. The Targets must be adjacent to both the Templar and the previous target. Each target gets a separate attack and damage roll.
 

Rush


Prerequisite: 10th level
Cost: 2 Zeal
The Templar bullrushes a target. As an action the Templar may expend 2 Zeal to Rush a target within a 30 foot line. Anyone caught between the Templar and the target must make a Dexterity saving throw with a DC equal to the Templar's Zeal DC or be knocked prone. At the end of the Rush the Templar may make a melee weapon attack against the target.
 

Faithful Blessing


Prerequisite: 12th level
Cost: 2 Zeal
The Templar concentrates on their Faith, allowing the energy to flow through them. As an Action the Templar may expend 2 Zeal to gain a Faithful Blessing for 1 minute. While under a Faithful Blessing the Templar gains resistance to the damage associated with their faith. Additionally, they gain a number of temporary hit points equal to 1d10 + their Templar Level.
 

Blitz


Prerequisite: 12th level
Cost: 1 Zeal
While a Templar may not always be the fastest on the battlefield, they learn how to quickly manuever in their armor while carrying their tools of the trade. As a bonus action a Templar may expend 1 Zeal to Blitz. While Blitzing, the Templar gains an additional 10 feet of movement speed and does not trigger attacks of opportunity from any creatures they attack along their movement.
 

Shield Wall


Prerequisite: 14th level
Cost: 3 Zeal
While some Templars focus on offense, some personal defense, others focus instead on defending their allies in combat. As a Bonus Action the Templar may expend 3 Zeal to grant an adjacent target a bonus to their AC equal to the Templar's Wisdom Bonus. This lasts until the Templar's next turn or until the target is no longer adjacent to the Templar.
 

Phalanx


Prerequisite: 14th level
Cost: 1 Zeal
The Templar drops down into a Phalanx Stance to defend themselves and whoever might be nearby. As an Action the Templar may expend 1 Zeal to enter into a Phalanx Stance. While in the Phalanx Stance, whenever the Templar or an adjacent ally is attacked by a melee weapon attack, the Templar may make an attack of opportunity against the attacker after they finish their attack.
 

Seraphic Aura


Prerequisite: 16th level, Celestial Faith
Cost: 3 Zeal
A Celestial Templar is said to be close to the angels and seraphim that guard others and may even be able to radiate some of the energy these outsiders are said to contain. As an Action, a Celestial Templar may activate a Seraphic Aura for 1 minute. While radiating a Seraphic Aura all allies within 20 feet gain temporary hit points equal to the Celestial Templar's Level + their Proficiency Bonus while within the aura. They regain all temporary hit points gained through this feature when they end their turn within the aura.
 

Contractual Obligation


Prerequisite: 16th level, Devil Faith
Cost: 3 Zeal
One thing that Devil Templars learn is the power of a contract. In fact, Devil Templars are so adept at this that they can recall ancient compacts made by bloodlines and utilize them to bend people to their will. As an action a Devil Templar may expend 3 Zeal and target a creature with a Contractual Obligation. When targeted in such a way, the target must make a Wisdom Saving Throw with a DC equal to the Devil Templar's Zeal DC. If the creature fails its saving throw, the Devil Templar may choose to take control of them for one turn, forcing them to attack allies or waste precious resources.
 

Armageddeon


Prerequisite: 16th level, Demon Faith
Cost: 3 Zeal
Demon Templars are forces of destruction and entropy within the world. The powers they serve seeking little more than the total destruction of reality. As an action, a Demon Templar may expend 3 Zeal to start an Armageddeon. When starting an Armageddeon the Demon Templar chooses a point within 60 feet. A 30 foot radius around that is stricken with an Armageddeon. All creatures within that 30 foot radius must make a Dexterity saving throw with a DC equal to the Zeal DC or take 8d8 Fire Damage or half as much on a successful save. The Armageddeon lasts for 1 minute and whenever a creature starts or ends their turn within it, they must make a Dexterity saving throw for the same amount of damage.
 

Nature's Sanctuary


Prerequisite: 16th level, Fey Faith
Cost: 3 Zeal
Fey Templars are deeply connected to the natural world and the flora and fauna within. While not always able to reside within the wilderness, sometimes nature shifts to protect them and their cohorts. A Fey Templar may spend 10 minutes and 3 Zeal to create a Nature's Sanctuary while in the wilderness (DM's Discretion). The plantlife shifts and contorts to create a small area where the Templar is protected. For the sake of hiding, while within Nature's Sanctuary, all creatures, regardless of negatives, gains a +3 to Stealth as well as Advantage to hide from creatures outside of the Nature's Sanctuary
 

Rusted Blade


Prerequisite: 16th Level, Undead Faith
Cost: 3 Zeal
The Templar strikes out with a weapon that for but a moment seems to be sickly and rusted. As an Action the Templar may expend 1 Zeal and make a Rusted Blade attack instead. The attack continues as normal however it deals an additional 2d6 Poison Damage and upon a successful attack the target must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or become poisoned for one minute.
 

Windswept


Prerequisite: 16th level
Cost: 2 Zeal
Some Templars focus on transporting their order or troop across to distant lands where they are needed. A Templar may spend 10 minutes and 2 Zeal to activate Windswept and call upon up to six creatures aligned with their Faith to act as mounts. These creatures last up to 24 hours and do not require food, water, or rest for the duration. After 24 hours the creatures disappear.
Essentially a group mount summon, faster forced matches
 

Embody the Ancients


Prerequisite: 16th level
Cost: 3 Zeal
Some Templars are in tune with their past and those who laid down the foundation for their practice. These Templars may expend an action and 3 Zeal to Embody the Ancients. This lasts for one minute. This creates two spectral duplicates of the Templar that seem to stagger the actions they take. Whenever the Templar is struck by an attack, they may roll a d20. While two of these duplicates exist, a roll of an 8+ will cause the attack to hit the duplicate instead and while only one of the duplicates exist, a roll of a 12+ will cause it to hit the duplicate instead. When a Duplicate is hit, it is destroyed but no damage is dealt to the Templar.
 

Grip of Fate


Prerequisite: 18th level
Cost: 3 Zeal
Some Templars are keen on dealing with outsiders themselves. As an action a Templar may expend 3 Zeal to trap an outsider in the Grip of Fate. When targeted by Grip of Fate a creature must make a Wisdom Saving Throw with a DC equal to the Templar's Zeal DC or be paralyzed for a minute. At the end of each of their turns, the creature may make another Wisdom Saving Throw, ending the effect on a success. Grip of Fate only works on creatures of the types available to the Templar's Faith mechanic.
 

Purify


Prerequisite: 18th level
Cost: 3 Zeal
Sometimes, a Templar's duty is not to just fight the enemies of their faith, but to restore those who helped them. As an action the Templar may expend 3 Zeal and target a creature within 10 feet to Purify them. When a creature is purified, all negative status effects are removed from them. This cannot be used to remove or nullify the effects of curses.
 

Death Blow


Prerequisite: 20th level
Cost: 4 Zeal
Sometimes, a Templar is on their last legs and, in an attempt to save their allies lets out a mighty swing. Whenever a Templar is about to die or fall unconcious they may expend 4 Zeal to let out a Death Blow as a reaction. The Templar may choose a creature within melee range and automatically lands a free critical hit against them. This ability cannot be used for 10 minutes.
 

Lorekeeper of the Enemies


Prerequisite: 20th level
Cost: 4 Zeal
Some Templars focus on the lore and knowing their enemies, sometimes the knowledge they glean seems to manifest itself through their faith. As an action, a Templar may expend 4 Zeal to activate Lorekeeper of the Enemies. When activating Lorekeeper of the Enemies, a Templar may target one creature within 60 feet and line of sight. All weapon attacks against that target have advantage for a number of turns equal to the Templar's Wisdom modifier.
 

Grandmaster of the Order


Prerequisite: 20th level
Cost: 4 Zeal
Templars go through a long journey and many of the best settle down as Grandmasters of their own order. As an action, a Templar may expend 4 Zeal to activate Grandmaster of the Order, summoning two copies of themselves at locations up to 30 feet away and within line of sight. These copies have 20 hit points, and an AC equal to the Templar's. The Templar's weapon(s) are copied as well. These copies can be commanded as a bonus action, if no commands are issued then they follow the last command given.
 
These copies do not retain any features or abilities available to the Templar, but the Templar may use them as origin points for any of their Acts of Faith, expending Zeal as normal. The copies last for one minute or until the Templar dispells them as an action.

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