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Templar

The templar is a Paladin educated by the temple of their deity. They are temple knights who act according to the dogmas of their temple and who carry their holy symbol with pride wherever they go. Templars are trained to withstand any foe, and to help their allies in any way they can without an ounce of fear in their hearts. Their presence comforts allies and makes enemies stagger.

Tenants of Templar

Though the disciplines and dogmas of different temples vary, templars generally share these tenets.

Faith. Be faithful, for your faith is your shield.

Loyalty. Be loyal, for the temple and your allies are your weapons.

Unwavering. Do not fear, for you have the divine on your side.

Templar and the Temple

Since a templar is trained by a temple, GMs would be advised to have a templar receive quests from the temple, even after they leave the temple to wander where they may. In addition, creating NPCs you know from the temple by working with the GM can add extra flavor to your game.

It should also be kept in mind that templars are respected members of their temple, and are usually offered help or shelter by other members of the same temple.

Temples generally provide their templars with special tokens such as badges, holy texts, ritual swords, or other items of the same sort. Carrying and presenting them can prove that you are a templar.

Oath Spells

You gain oath spells at the paladin levels listed.

Templar Spells

Paladin LevelSpells
3rdBlass, Guiding bolt
5thSilence, Zone of truth
9thDaylight, Spirit guardians
13thDivination, Guardian of faith
17thCommune, Hollow
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Hand of Temple. As an action, you present your holy symbol and shed bright light in a 30-foot radius. Up to five allies of your choice in the area regain 1 hit point at the end of each of their turns for 1 minute.

Will of Temple. As an action, you present your holy symbol and shed bright light in a 30-foot radius. Each ally in the area can repeat one saving throw of their choice within the next minute. The saving throw must be repeated before the GM declares the result of the first roll.

Aura of Temple

Starting at 7th level, you constantly emanate a protective aura that mirrors the divine might of your temple. The damage taken by you and friendly creatures within 10 feet of you from spell and weapon attacks is reduced by 2.

At 18th level, the range of this aura increases to 30 feet, and the reduction of damage increases to 4.

Temple’s Favorite Soul

Beginning at 15th level, you are always under the effects of a heroism spell. The spell grants you 7 temporary hit points at the start of each of your turns. The number of temporary hit points you gain in this way does not change, as the spell is directly cast by divine forces.

High Templar

At 20th level, you become one of the most well-known individuals of your temple. Your temple grants you the highest-ranking title possible: High Templar. Now, others can undoubtedly sense the presence of your deity within you. You shed bright light in a 10-foot radius, and dim light for an additional 10 feet. If you completely cover yourself with something opaque, the light is blocked.

Additionally, you can use your action to emanate a divine aura of a 30-foot radius centered on you for 1 minute. The aura moves with you, remaining centered on you. An enemy within the aura takes a -4 penalty to its ability checks, attack rolls, and saving throws.

Once you use this feature, you can’t use it again until you finish a long rest.

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