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Manifestations (Templar Mechanic)

Celestial Manifestations


Radiant Life


Level: 6th Level
Celestial Templars are typically people who embody holy tenants of faith and goodness. As an Action, a Templar may manifest Radiant Life to all allies within 60 feet. This will heal them 2d8 + the Templar's Wisdom Modifier and grant them temporary hit points equal to half the Templar's level. This Manifestation may only be used once per short or long rest.
 

Call of the Ventari


Level: 10th Level
Celestial Templars may manifest a Celestial creature into the material plane to aid them. As an action, a Celestial Templar may manifest a Ventari adjacent to them. The Ventari lasts for 1 hour or until dismissed by the Celestial Templar as a bonus action. A Templar may manifest a Ventari a number of times per long rest equal to half their Wisdom Modifier (rounding up).
 
The stats for the Ventari use the Manifested Being statblock with the following changes:
  • Gains immunity to Radiant Damage

  • Gains proficiency with the Perception and Survival skills

  • Gains a Flying Speed equal to their ground movement speed.


  • Furthermore, the Ventari may also cast Cure Light Wounds one time as a Spell-Like ability at first level. Finally, the Ventari also gains the following attack action:
     
    Multiattack. The Ventari makes two attacks with its Radiant Claws.
     
    Radiant Claws. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 + PB Radiant Damage
     

    Celestial Health


    Level: 14th Level
    Celestial Templars are perhaps one of the few whose health is augmented by their connection to celestials. Once per long rest, a Templar may use an action to manifest Celestial Health. The Templar immediately heals 4d8+16 4d8+16 and proceeds to heal an additional 2d8+4 2d8+4 at the end of each of their turns for a number of rounds equal to their Wisdom modifier.
     

    Heavenly Comet


    Level: 18th level
    Perhaps one of the greatest manifestations a Celestial Templar can will into existence is a Heavenly Comet. As an action, a Templar may select a location up to 120 feet away to be targeted by a Heavenly Comet. Anyone within 30 feet circle of the target for the Heavenly Comet must make a Dexterity saving throw with a DC equal to the Templar's Zeal DC. All targets within the area take 12d10+24 12d10+24 Radiant Damage or half as much on a successful save.
     

    Devil Manifestations


    Absolute Zero


    Level: 6th Level
    While many who associate with Devils call forth the hellish fire, Devil Templars are perhaps best known for their ability to use the frozen chill also associated with Devils. As an action, a Devil Templar may replace an attack against a target within 5 feet with Absolute Zero. The target must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or be incapacitated until the start of the Templar's next turn. A Templar may use this a number of times equal to their Wisdom modifier, refreshing on a long rest.
     

    Dread Contractor


    Level: 10th Level
    Devil Templars are masters of contracts and sometimes even they need assistance from a Dread Contractor of Hell. As an Action, a Devil Templar may manifest a Dread Contractor adjacent to them. The Dread Contractor lasts for up to 1 hour or until the Devil Templar dismisses it as a bonus action. A Templar may manifest a Dread Contractor a number of times per long rest equal to half their Wisdom modifier (rounding up).
     
    The stats for the Dread Contractor use the Manifested Being statblock with the following changes:
  • Gains Immunity to Cold Damage

  • Gains Proficiency with the Deception and Insight skills

  • Gains a flying speed equal to their ground movement speed.


  • Furthermore, the Dread Contractor may also cast Disguise Self one time as a Spell-Like ability, being able to also disguise themselves as a Medium Humanoid. Finally, the Dread Contractor gains the following action and ability:
     
    Dread Contract: As an Action the Dread Contractor can invoke a Dread Contract, choosing a target within 30 feet and line of sight. The target must make a DC Wisdom saving throw with a DC equal to the Templar's Zeal DC or be Frightened of the Dread Contractor for 1 minute. They may repeat the save at the end of each of their turns.
     
    Signed and Sealed: The Dread Contractor can oversee any contracts written. When both parties agree to a contract and the Dread Contractor seals it, whenever either party try to break the contract they must succeed on a Wisdom saving throw with a DC equal to the Templar's Zeal DC or take a level of exhaustion. If a creature continues to break the contract, at the end of a long rest it may make another Wisdom saving throw with the same DC or take another level of exhaustion. All exhaustion is removed if the target succeeds on three consecutive saving throws. This effect ends if Remove Curse is cast on either creatures who made the contract, but they must still remove the exhaustion up to that point normally.
     

    Death Rime


    Level: 14th Level
    Devil Templars are cold, calculating individuals and can manifest clouds of ice-cold mist. As an action, the Devil Templar can manifest a Death Rime. When manifesting a Death Rime the Devil Templar chooses a location within 30 feet to summon a 15-foot cloud. Any creature within the Death Rime must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or take 6d8 + 10 6d8+10 Cold Damage or half as much on a successful save. The Death Rime counts as heavy obscurement and any creature who ends their turn within the radius must make the saving throw or take the damage or half as much on a successful save.
     

    Rimeblood


    Level: 18th level
    Devil Templars are known for their affinity for frost but only the mightiest may curse their opponents with Rimeblood. As an Action, the Devil Templar may choose a target within 15 feet and curse them with Rimeblood. When a creature is targeted by Rimeblood they must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or be petrified for a number of turns equal to the Templar's Wisdom Modifier. They can repeat the saving throw at the end of each of their turns. While petrified they take 4d8+12 4d8+12 Cold Damage at the start of their turn, ignoring resistance.
     

    Demon Manifestations


    Demonfire Bolt


    Level: 6th Level
    Demon Templars can channel and utilize fire from even the entropic and dangerous realms to traverse, the Abyss. As an Action, a Demon Templar may fire a Demonfire Bolt at a target within 30 feet using their Zeal Attack Bonus to hit. Upon a successful hit, the target takes 8d6 8d6 Fire Damage, ignoring resistance. Additionally, any creature within 5 feet of them must make a Dexterity saving throw with a DC equal to the Templar's Zeal DC or take half as much damage, ignoring resistance. The Demon Templar may use this manifestation a number of times equal to their Wisdom Bonus, resetting on a long rest.
     

    Call a Vramathi


    Level: 10th Level
    Demon Templars are masters of chaos and entropy, while the Abyss is known for oftentimes throwing out random and evil creatures, the Demon Templars can reach into the Abyss and summon forth a Vramathi reliably. As an Action, a Demon Templar may manifest a Vramathi adjacent to them. The Vramathi lasts for up to 1 hour or until the Demon Templar dismisses it as a bonus action. A Templar may manifest a Vramathi a number of times per long rest equal to half their Wisdom modifier (rounding up).
     
    The stats for the Vramathi use the Manifested Being statblock with the following changes:
  • Gains Immunity to Fire Damage

  • Gains Proficiency with the Slight of Hand and Stealth Skills

  • Gains the ability to Hide and Disengage as a Bonus Action


  • Furthermore, the Vramathi may also cast Invisibility one time as a Spell-Like ability at second level. Finally, the Vramathi gains the following action and ability:
     
    Abyssal Flame Ranged Spell Attack: + Zeal Attack Bonus to hit, range 60 ft., one target. Hit: 2d10+6 2d10+6 Fire Damage
     
    Sulfuric Aura. The Vramathi has a stench of Sulfur that they emit that causes those around them to be sick. Whenever a creature ends their turn within 5 feet of the Vramathi, they must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or be poisoned for one round. Creatures who are poisoned by this ability have disadvantage on their saving throw.
     

    Storm of Chaos


    Level: 14th Level
    Demon Templars are able to reach within the Abyss and pull out a storm so chaotic that it does not conform to the laws of reality, twisting and violently turning, shifting from a storm of bone-chilling cold to aberrant screams in moments. Once per long rest, as an action the Demon Templar may create a Storm of Chaos at a location within 60 feet. When the Storm of Chaos is created the Demon Templar may roll twice on the damage table and take either result. The storm has a 15-foot radius and any creatures within may roll a Dexterity saving throw with a DC equal to the Templar's Zeal DC. Upon failing the saving throw the creature takes 10d12 10d12 damage of the type rolled by the Demon Templar when the Storm of Chaos formed or half as much on a successful save.
     
    At the start of the Demon Templar's turn they must roll on the damage table, the Storm of Chaos' damage type shifts to the result rolled. Any creature who starts their turn within the area must make the Dexterity saving throw or take the damage determined earlier, or half as much on a successful save.
    Storm of Chaos Damage Table:
    Roll ( d8 ) | Damage Type
    1 | Fire
    2 | Cold
    3 | Force
    4 | Psychic
    5 | Poison
    6 | Lightning
    7 | Thunder
    8 | Acid
     

    Abyssal Infusion


    Level: 18th level
    Sometimes, the Abyss sees fit to infuse a Demon Templar with its chaotic power. Once per long rest, a Demon Templar may grant themselves an Abyssal Infusion as a bonus action as a storm of chaotic energy surges within them. While having an Abyssal Infusion, whenever the Demon Templar takes damage, they may roll a 1d20, on the result of 11 or higher the Templar counts as having resistance to the damage type for the sake of that attack. Furthermore, whenever the Demon Templar makes an attack, the target loses its resistance to the damage and if it had immunity it instead has resistance. The Demon Templar may also change their weapon's damage type to any of the damage types available to their Storm of Chaos manifestation as a bonus action. This manifestation lasts up to one minute or until dismissed by the Demon Templar as a bonus action.
     

    Fey Manifestations


    Allure


    Level: 6th Level
    The Fey are masters of charms and trickery, many are known for their enchanting beauty and ability to swoon others into agreeing with them. Fey Templars may use an action to mark a target with Allure. When marked with Allure the target must make a Charisma saving throw. Upon a failure, they are marked with Allure and the Fey Templar gains advantage on all social checks towards them such as Persuasian and Deception. Furthermore, while marked in such a way, the target cannot directly act against the Fey Templar unless the Fey Templar acts against them first and in doing so, removes the mark. The Mark lasts for 10 minutes or until the Fey Templar removes it as a bonus action or the Fey Templar takes an action against the target.
     

    Call the Wildwood Watcher


    Level: 10th Level
    Creatures who stalk the planes of the Fey are numerous and sometimes even the Fey Templars need a companion to watch their back. For this purpose, they call upon a Wildwood Watcher. As an Action, a Fey Templar may manifest a Wildwood Watcher adjacent to them. The Wildwood Watcher lasts for up to 1 hour or until the Fey Templar dismisses it as a bonus action. A Templar may manifest a Wildwood Watcher a number of times per long rest equal to half their Wisdom modifier (rounding up).
     
    The stats for the Wildwood Watcher use the Manifested Being statblock with the following changes:
  • Gains Immunity to Psychic Damage

  • Gains Proficiency with the Perception and Stealth Skills

  • Gains a flying speed equal to their ground movement speed.


  • Furthermore, the Wildwood Watcher may also cast Sleep one time as a Spell-Like ability at first level. Finally, the Wildwood Watcher gains the following attack:
     
    Fey Seedling Ranged Weapon Attack: +2 plus PB to hit, range 60/120 ft., one target. Hit: 3d6 + 4 3d6+4 Psychic Damage. Whenever a creature is hit by a Fey Seedling they must make a Wisdom saving throw with a DC equal to the Templar's Zeal DC or have their movement speed reduced by 15 ft.
     

    Feyline Grace


    Level: 14th Level
    Fey Templars are perhaps the most graceful of their craft, having been blessed by the Fey Courts. As an action, a Fey Templar may invoke their Feyline Grace. While invoking Feyline Grace a Fey Templar gains a climb speed equal to their movement, in addition, they add an additional 15 feet to their standard movement speed as well as advantage on Dexterity saving throws. This lasts for 10 minutes or until the Fey Templar dismisses it as a bonus action. Fey Templars have a number of uses of Feyline Grace equal to their Wisdom modifier before requiring a long rest.
     

    Spears of the Forest


    Level: 18th level
    Fey Templars are so in tune with the natural world and the Feywild beyond that they can twist and call upon even unnatural events to happen. As an Action a Fey Templar may manifest Spears of the Forest. They may target any creatures within a 20-foot radius around them to be struck by this ability, forcing them to make a Wisdom saving throw with a DC equal to the Templar's Zeal DC or take 10d8+38 10d8+38 Psychic Damage or half as much on a successful save. Furthermore, creatures who fail the save have their movement speed reduced by half.
     

    Undead Manifestations


    Lifeleech


    Level: 6th Level
    Undead Templars are perhaps the most notorious for feeding off their enemies. While they do not require or oftentimes even use blood like a Vampire might, instead they siphon the life essence from their enemies to rejuvenate themselves. As a bonus action the Undead Templar may apply Lifeleech to their melee weapon attack. When damage is dealt while under the effects of Lifeleech the Undead Templar heals half of the damage dealt. However, the Undead Templar heals all the necrotic damage dealt. An Undead Templar may use this feature a number of times per day equal to their Wisdom modifier before requiring a long rest.
     

    Raise Bone Crawler


    Level: 10th Level
    Undead Templars, while lacking the skill in necromancy that their more magically attuned brethren have, still can call upon minor undead to serve them. Perhaps most notable of these is the Bone Crawler which is easily scavenged almost anywhere. As an Action, an Undead Templar may manifest a Bone Crawler adjacent to them. The Bone Crawler lasts for up to 1 hour or until the Undead Templar dismisses it as a bonus action. A Templar may manifest a Bone Crawler a number of times per long rest equal to half their Wisdom modifier (rounding up).
     
    The stats for the Bone Crawler use the Manifested Being statblock with the following changes:
  • Gains Immunity to Necrotic Damage

  • Gains Proficiency with the Slight of Hand Skill

  • Gains Proficiency with Thieves' Tools

  • Gains a Burrow Speed of 10 feet


  • Furthermore, the Bone Crawler may also cast Inflict Wounds one time as a Spell-Like ability at first level. Finally, the Bone Crawler gains the following action and ability:
     
    Sharp Bones. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 4d6+3 4d6+3 Slashing Damage.
     
    Bone to Pick. The Bone Crawler counts as always having thieves' tools that it can use, even when none are physically present.
     

    Decay


    Level: 14th Level
    Undead Templars hold power over both forces of undeath and also the forces associated with it, such as rot and decay. As an action an Undead Templar may inflict Decay upon a target. They may use this ability twice before requiring a long rest. When a target is chosen to be afflicted by Decay that must make a Consitution saviung throw with the DC equal to the Templar's Zeal DC. Upon failing the test the creature reduces each of their physical stats by 1d4 and gain the Poisoned Condition for 1 minute. While the target may make a saving throw at the end of each of their turns to remove the Poisoned Condition, the stat reduction lasts until they take a long rest. Using Decay on the same target before they remove the reduction is only half as effective (halve the result of the 1d4, rounding up).
     

    Expulsion of Life


    Level: 18th level
    Undead Templars hold control over the forces of life and death, though they primariky deal in ending lives, which is especially apparent given that many of them learn how to manifest a power most know simply as Expulsion of Life. As an action an Undead Templar may manifest Expulsion of Life, targetting a creature within 30 feet as the target. The Undead Templar rolls a number of D8s equal to their total hit die and if the amount exceeds the maximum hit points of the target it dies instantly and cannot be revived except by a Wish. Otherwise, the creature must make a Constitution saving throw with a DC equal to the Templar's Zeal DC or take the amount if damage rolled or half as much on a successful save with no additionak effect.

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