The calling of a templar is gained upon their first integration with their solorium rig. The cosmic energies within fuse with the templar’s inner persona, culminating into a full-fledged evolution when they reach 3rd level. When a templar chooses their path, they gain an expanded sense of connection with the very stars spiraling throughout the galaxy, something only that can only be described by other templars. Upon this awakening, each templar gains their sense of purpose.
PATH OF THE AVENGER
To walk the path of the Avenger is to hone your being into a retaliatory force that strikes down those who have committed grievous acts of evil. When a helpless colony is slaughtered and or enslaved, when a thieves’ network grows too violent and powerful, when a malevolent creature rampages through space or land—at times like these, Avengers rise to the occasion to set right that which has gone wrong. These templars have little regard for how societies regard them because being merciful to the wicked is being cruel to the innocent. Sometimes a small tragedy must occur in order to prevent a large-scale atrocity and sometimes a frightening example must be made of individuals as a means of discouraging others from harmful behavior. Avengers don’t stand on ceremony, they pragmatically do what needs to be done to combat the greater evil or serve the greater good.
EXPANDED POWERS
You gain the following powers at the templar level listed.
AVENGER TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | impedance, symbiont mark |
| 5th | stasis field, phase shift |
| 9th | celerity, absorption |
| 13th | protective sphere, portal |
| 17th | superior stasis field, extended perception |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two rig upgrade options.
Morbid Paranoia. As an action, your rig instills a sense of impending justice in the mind and heart of a guilty individual. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Netherants and automatons have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Final Promise. As a bonus action, the reassurances of pain and final justice you offer to an enemy within 10 feet of you can be weaponized by your rig. You gain advantage on attack rolls against the recipient of your promise for 1 minute or until it drops to 0 hit points or falls unconscious.
VENGEFUL PURSUIT
At 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
ALARMING CREDENCE
At 15th level, the certainty with which you convey your Final Promise gives you greater power over your foe. When a creature under the effect of your Final Promise makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
VENGEANCE INCARNATE
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
PATH OF THE BLACK CLOAK
The Black Cloak’s Path is a self-serving descent, wrought with treachery, they are often the outcome of disenfranchised White Cloaks that relish in perverting their former ideals. They offer no genuine allegiances, not even to other Black Cloaks. They are nihilistic gardeners of dissent and chaos in any society unfortunate enough to be occupied by them. They are charismatic and methodical in their amassing of power, always at the expense of others.
EXPANDED POWERS
You gain the following powers at the templar level listed.
BLACK CLOAK TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | beguile, swift motion |
| 5th | obfuscate, clone pack |
| 9th | fly, celerity |
| 13th | haze of chaos, superior obfuscate |
| 17th | domination, spacial passage |
RIG UPGRADE: DUPLICITOUS
When you choose this path at 3rd level, you gain the following two rig upgrade options.
As an action, your rig generates a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell.) The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
For the duration, you can activate techniques as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
TOXIC PERSONALITY
You can use your forging ability to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your templar level, or 20 + your templar level if you had advantage on the attack roll.
DISCORDANT AMBIANCE
At 7th level, it’s all for one and more for you, as your rig generates an aura of discord, you gain the following benefits.
Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Manipulation. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
BLACK CLOAK DESERTION
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
SHADOW OF ANIMUS
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
- You are invisible.
- If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your forging save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
- If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your templar level.
- Once you use this feature, you can't use it again until you finish a long rest.
PATH OF THE CHAMPION
Your path leads you toward becoming a cosmic defender of a cause. Many templars who follow this path consider themselves the guardians of a particular region, a defender of the people, or a pursuer of justice for those who have been wronged.
EXPENDED POWERS
You gain the following powers at the templar level listed.
CHAMPION TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | impedance, sensory jammer |
| 5th | detoxify, minor remedy |
| 9th | optimizer, unravel effect |
| 13th | superior aegis, unfetter |
| 17th | incinerate, major remedy |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two Rig Upgrade options.
Stellar Armament. As an action, you can imbue one weapon that you are holding with positive energy, using your Rig Upgrade. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already forge enhanced, it becomes so for the duration.
Electromagnetic Pulse. As an action, you unleash a pulse of energy from your harness, directly affecting all automatons and constructs within range. Each of these targets within 30 feet of you and with less than three quarters cover must make an Intelligence saving throw. If the target fails its saving throw, it is impaired until the end of your next turn or until it takes any damage. This ability also affects mechanical creatures controlled by a live operator.
An impaired target cannot take any reactions and its movement is reduced to 0. The only action available to the target is the dodge action.
In addition, any unshielded computer panel or electronic device not worn by another creature is rendered inert until the start of your next turn.
MENTAL ANCHOR
Beginning at 7th level, your tactical display can detect strong shifts in the brainwave patterns of your teammates. You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this feature increases to 30 feet.
CELESTIAL RENEWAL
At 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
CORONA
At 20th level, as an action, you can emanate a brilliant aura of solar energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
- Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against powers used by proteans and netherants.
- Once you use this feature, you can’t use it again until you finish a long rest.
PATH OF THE FALLEN
Fallen are templars that have strayed from their original ideals and allowed themselves to be corrupted in the pursuit of some dark ambition or in service to an evil power. Whatever light burned in the templar’s heart has been extinguished and only darkness remains.
A templar must be evil and at least 3rd level to become a Fallen. The templar replaces the features specific to his or her original path with Fallen features.
EXPANDED POWERS
You gain the following powers at the templar level listed.
FALLEN TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | psychic backlash, trauma |
| 5th | imposing influence, eclipse |
| 9th | quick construct, corrupt pattern |
| 13th | ravage pattern, haze of chaos |
| 17th | contagion, domination |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two rig upgrade options.
Possess Automaton. As an action, you can target one automaton that is within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this rig upgrade option again. An automaton whose challenge rating is equal to or greater than your level is immune to this effect.
Cruel Demeanor. As an action, your rig can channel your darkest emotions and focus them into a burst of menacing power. All chosen creatures within 30 feet of you, must make a Wisdom saving throw. On a failed save, the target is frightened by you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
MISERY LOVES COMPANY
At 7th level, your rig’s tactical display lends additional support. You, as well as any netharents and automatons within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one Fallen Templar at a time.
At 18th level, the range of this support range increases to 30 feet.
BRAZEN IMPUDENCE
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-arcane weapons.
EDGELORD
At 20th level, as an action, your rig can encompass you in a 30 foot radius aura of gloom that lasts for 1 minute. Any bright light in your aura is reduced to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and creatures of your choice that are within your aura, are draped in deeper shadow.
- Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
- On your turn, while this aura lasts, you can use your bonus action to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target and if the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
- After activating the aura, you can't do so again until finishing a long rest.
PATH OF THE HERO
Templars of this path believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're prepared when destiny calls.
EXPANDED POWERS
You gain the following powers at the templar level listed.
HERO TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | laser blast, avatar’s armor |
| 5th | augment ability, enhance weapon |
| 9th | celerity, absorption |
| 13th | bishop’s deviation, unfetter |
| 17th | extended perception, incinerate |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two Rig Upgrade options.
Peerless Athlete. As a bonus action, your rig can augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Strike of Inspiration. Immediately after you deal damage to a creature with your Infused Strike feature, you can use your bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
AURA OF ALACRIT
Y
At level 7, your rig emanates an aura that fills you and your companions with supernatural speed, allowing you to species across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
HEROIC DEFENSE
At level 15, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
LIVING LEGEND
At level 20, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
- Once you use this feature, you can't use it again until you finish a long rest, unless you expend a rank 5 tech slot to use it again.
PATH OF THE PRIMORDIAL
The Path of the Primordials is thus named due to being founded by peaceful and intelligent primordials of the Elder age, who became saddened by the malicious destruction of life that was enacted on their universe by protean and netherant entities. Templars of the Primordial path are tasked in keeping the timeless ideal of protecting and avenging the beautiful and life-giving things of the universe. Primordial Templars aren’t driven so much by principles of honor, courage, or justice but rather by their love of life and harmonious ecology.
EXPANDED POWERS
You gain the following powers at the templar level listed.
PRIMORDIAL TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | graviton strike, commune with beasts |
| 5th | light beam, phase shift |
| 9th | crippling sphere, absorption |
| 13th | lightning ring, superior aegis |
| 17th | extended perception, conduit transfer |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two rig upgrade options
Repressive Environment. Your rig can give form to your desires to subdue destructive behavior. As an action, your rig can manifest spectral vines that spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
How Dare You. As an action, your harness generates a dramatic frequency that is bewildering for proteans and netherants to hear. Each target within 30 feet of you that can hear the frequency, must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
NATURAL REJECTION
Beginning at 7th level, your rig generates a dampening field that grants you and friendly creatures within 10 feet of you resistance to damage from all arcane powers. At 18th level, the range of this feature increases to 30 feet.
SURVIVALIST
At 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
PRIMORDIAL SOVEREIGN
At 20th level, you can assume a supernatural form that represents your favorite aspects of nature and the universe. For example: the soft shimmering light of a supernova might dance on your skin, your hair might give the motion of being carried by the wind, or perhaps you take on characteristics of your favorite beast.
Using your action, you undergo your chosen transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you use a templar technique that has an activation time of 1 action, you can activate it using your bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your templar forging techniques and rig upgrade options.
- Once you use this feature, you can't use it again until you finish a long rest.
PATH OF THE SENTINEL
The Path of the Sentinel is tread by those that hone their minds, spirits, and bodies into the ultimate guardians against the predations and machinations of both paranormal entities and wicked mortals. They strive to detect and anticipate subversive threats, both mundane and arcane. They commonly establish networks of spies and informants to gather information on suspected corruptive forces infesting society. To a Sentinel, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
EXPANDED POWERS
You gain the following powers at the templar level listed.
SENTINEL TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWERS |
| 3rd | sensor trigger, esper sense |
| 5th | light beam, stealth scan |
| 9th | counter form, nondetection |
| 13th | decontamination zone, protective sphere |
| 17th | superior stasis field, extended perception |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two rig upgrade options.
Cognitive Concurrence. As an action, your rig empowers you and your allies with heightened reasoning. You can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Exorcist. As an action, your rig emits a frequency that paranormal beings find insufferable. Aberrations, primordials, proteans and netherants within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
COLLECTIVE INSTINCT
At 7th level, your vigilant nature is enhanced by your rig and shared amongst your allies through tactical display. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this effect increases to 30 feet.
CIRCLE OF VIOLENCE
At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
CONSPIRACY THEORIST
At 20th level, you manifest a spark of pure power in defense of realspace. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, proteans, primordials, and netherants.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is arcanely banished into a pocket dimension. While banished in pocket dimension the creature remains there for 24 hours until the arcane power unravels and the creature returns in the exact location they were banished at. On a successful save, the creature can't be banished by this feature for 24 hours.
- Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-rank spell slot to use it again.
PATH OF THE SLAYER
Followers of this path focus on pursuing and delivering righteous justice or merciless vengeance upon their foes. Your cause toward hunting those who would receive your just wrath can sometimes conflict with some of your more merciful allies depending on your severity. There may even be times where pursuit of your cause may require temperament from your own conscience.
EXPANDED POWERS
You gain the following powers at the templar level listed.
SLAYER TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | graviton strike, laser blast |
| 5th | enhance weapon, stasis field |
| 9th | absorption, celerity |
| 13th | energy susceptibility, portal |
| 17th | reactive field, superior stasis field |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two Rig Upgrade options.
Graviton Hold. You can use your Rig Upgrade to stop your enemy’s movements and hold them in place. As an action, you can target a creature for this effect within 10 feet of you that you can see. That creature must succeed on a Strength saving throw or be restrained. While the creature is restrained, it repeats the saving throw at the end of each of its turns. On a success, it frees itself and can move normally.
Slayer’s Mark. As a bonus action, you can place a personalized target marker on an enemy to track its movements in combat. Choose one creature within 30 feet of you that you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
POWER DAMPER
Beginning at 7th level, you generate a dampening field that wards against the effects of unfriendly powers. You and friendly creatures within 10 feet of you have resistance to damage from all arcane powers.
At 18th level, the range of this feature increases to 30 feet.
COUNTERBRAND
At 15th level, you can swiftly answer any move made by the target of your Slayer’s Mark feature. When a creature under the effect of your Slayer’s Mark makes an attack, you can use your reaction to make a weapon attack against that creature if it is within range.
SOLAR AVENGER
At 20th level, as an action you channel solar energy into your body, granting you increased strength, speed, and prowess. You gain the following benefits for 1 minute.
- You have resistance to all damage types.
- Your speed increases by an amount in feet equal to five times your Charisma modifier.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
PATH OF THE WHITE CLOAK
The templars that choose this path dedicate themselves to serving society and, in particular, the laws that hold society together. These templars are the watchful guardians on walls and outposts, standing against the chaotic tides of savagery as well as internal corruptions that threaten to tear down all that civilization has built. They are often committed to preserving political alliances within selected species or territories.
EXPANDED POWERS
You gain the following powers at the templar level listed.
WHITE CLOAK TECHNIQUES TABLE
| TEMPLAR LEVEL | FORGING POWER |
| 3rd | command, primal fear |
| 5th | cortex link, detect truth |
| 9th | medical unit, personal sentry |
| 13th | protective sphere, stealth sentry |
| 17th | tactical defense zone, modify memory |
RIG UPGRADE
When you choose this path at 3rd level, you gain the following two rig upgrade options.
Righteous Indignation. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
All for One. As a bonus action, your rig can emit a healing aura. Each creature of your choice that can see or hear you and is within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.[
ONE FOR ALL
At 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to arcanely substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
ADAMANT RESOLVE
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
BATTLE KINSHIP
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from non-arcane weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
- This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.