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Templar

A draconian writhes through a hail of enemy fire in a shimmering blur, cleaving into her enemy with a furious blow.   A heavily armored human stands toe to toe with a gigantic mecharoid, blocking enemy fire while his companions attack from afar.   Her body aglow with solarium energy, and scorched human unleashes a searing beam from her blade into the stalker, sending the startled beast to the ground.   Where many starborns manipulate energies or make use of tools and drones templars directly integrate themselves with their solarium device, transforming themselves into a powerhouse of force, mighty defenders, and unyielding avengers.  

ENHANCED THROUGH BIOTECH

The calling of an starborn is seen differently through the eyes of a templar. Their complete integration with solarium-based tech has not only changed their perspective of the world around them but gifted them with a realization of who they truly are. Each templar has a personalized harness that fuses matter with its physical form. This biomolecular bond with the cosmic material is a jolt to a templar’s senses, channeling power directly from the sun and stars above. Some believe such an alien bond would take away a piece of one’s soul. Whether this is true or not, a templar wouldn’t have it any other way.  

HONORING THE CODE

On the surface, many templars can be mistaken as brutes who exchanged a bit of their humanity to become war machines. This is far from true for any templar. No templar sees themselves as just any merc or tech-slinging goon. Whenever a templar attunes with their harness, they gain a greater sense of purpose— almost as if they are a part of a secret order, hidden within their universe. Whether it is for the benefit of others or their own is different for each templar, but all are connected somehow by this silent contract to which they are bound. Those who understand the nature of templars know full well that it is this code that makes them something more than just common brutes.

 
 

THE CODE TABLE

D6CODE
1Peace. You fight so that future generations will not have to.
2Revenge. Your oath is the vehicle through which you will right an ancient wrong.
3Duty. You will live up to whatever you have sworn to do, or die trying.
4Leadership. You will win a great battle that envoys will sing about, and in so doing, you will become an example to inspire others.
5Faith. You know your path is righteousness, or else faith of your greater power would not have set you upon it.
6Glory. You will lead the world into a grand new era, one that will be branded with your name.
 

NEMESIS

Their adherence to a sacred oath demands that templar take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a templar’s most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a templar’s life.   Your templar character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a templar, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?  

NEMESIS TABLE

D6NEMESIS
1A mighty warlord who threatens to overrun and destroy everything you hold sacred.
2A neathern or a protean, the agent of a power of other dimensions, who has been charged with corrupting or redeeming you, as appropriate.
3A Dragon whose servants dog your steps.
4An Engineer who sees you as a misguided fool and wants you to abandon your oaths.
 

NEMISIS TABLE CONTINUED

5A rival templar who trained with you but became an oath-breaker and holds you responsible.
6A Virtual Echo who has sworn revenge against all templars after being defeated by one.
 

TEMPTATION

Although templar are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.   What is the temptation that your character succumbs to or finds it difficult to resist?  

TEMPTATION TABLE

D6TEMPTATION
1Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.
2Pride. Your deeds are noteworthy, and no one takes note of them more often than you.
3Lust. You can’t resist an attractive face and a pleasant smile.
4Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don’t compare to theirs.
5Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory.
6Greed. Regardless of how much glory and treasure you amass, it's never enough for you.
 

CREATING A TEMPLAR

Upon choosing to create a templar, decide what level of integration your character has with their solarium harness, as well as how it affects your appearance and lifestyle. Some templars keep their harness concealed or cover them up, while others display their augmentations proudly, even decorating them with matching trinkets or attachments.  

ABILITY SCORES

Strength should be your highest ability score, followed by Charisma. Dexterity and Constitution are both useful as a tertiary option.  
 
 

TEMPLAR TABLE

LEVELPROFICIENCY BONUSFEATURES1ST2ND3RD4TH5TH
1st+2Templar's Rig, Regenerative Force, Weapon Link-----
2nd+2Fighting Style, Forging, Infused Strike2----
3rd+2Cellular Resistance, Templar's Path, Harness Power3----
4th+2Ability Score Improvement, Martial Versatility3----
5th+3Extra Attack42---
6th+3Multi-User Tactical Display42---
7th+3Templar's Path feature43---
8th+3Ability Score Improvement43---
9th+4-432--
10th+4Expanded Tactical Display432--
11th+4Amplified Strike433--
12th+4Ability Score Improvement433--
13th+5-4331-
14th+5Pattern Absorption4331-
15th+5Templar's Path feature4332-
16th+5Ability Score Improvement4332-
17th+6-43331
18th+6Tactical Display improvements43331
19th+6Ability Score Improvement43332
20th+6Templar's Path feature43332
 

CLASS FEATURES

As a templar, you gain the following class features  
 

HIT POINTS

    Hit Dice: 1d10 per 1d10 per templar level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sentinel level after 1st

PROFICIENCIES

    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Mechanic’s Tools
    Saving Throws: Charisma, Constitution
    Skills: Choose two from Athletics, Insight, Intimidation, Mechanics, Medicine, Perception and Persuasion

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) a martial weapon and a shield or (b) two martial weapons
    (a) 10 throwing knives or (b) any Simple weapon
    (a) heavy trooper armor or (b) medium trooper armor
    (a) a soldier’s pack or (b) an explorer’s pack
    a Templar’s rig
 

REGENERATIVE FORCE

Starting at 1st level, you can use the energy stored in your rig to regenerate living tissue. You have a regenerative pool that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your templar level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool   Alternatively, you can expend 5 hit points from your regenerative pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Regenerative Force, expending hit points separately for each one.   This feature does not affect automatons or constructs.  

WEAPON LINK

Your rig’s attachments enable you to create a weapon link—a bio-molecular link between your rig and a melee weapon of your choice. Forging a weapon link takes 1 hour, which can be completed during a short rest. You can instantly dismiss your weapon link, the weapon dismantling itself and becoming a part of your harness. You can spend a bonus action to recall the weapon or summon it from any location to appear directly into your hand.   Once the weapon has been forged into a weapon link, you cannot be disarmed of that weapon unless you are incapacitated. Your weapon link is instantly dismissed into your rig if it is more than 10 feet away from you.   You can have up to two weapon links, but can draw only one at a time with your bonus action. If you attempt to create a weapon link with a third weapon, you must break the link with one of the other two.  

FIGHTING STYLE

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

AUGMENTED WARRIOR

You learn two prime techniques of your choice from the engineer's techniques list. They count as templar technique for you, and Charsima is your is your forging ability for them. Whenever you gain a level in this class, you can replace one of these prime techniques with another prime techniques from the engineer techniques list.  

BLIND FIGHTING

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.  

DEFENSE

While you are wearing armor, you gain a +1 bonus to AC.  

DUELING

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

GREAT WEAPON FIGHTING

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.  

PROTECTION

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

RANGE DETERRENCE

If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature.  

ZONE DEFENDER

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.  

FORGING

By 2nd level, you have learned to use the energy stored in your rig to power techniques, much like an engineer.  

PREPARING AND USING TECHNIQUES

The Templar table shows how many tech slots you have to use for techniques. To activate a technique, you must expend a tech slot of the technique’s rank or higher. You regain all expended tech slots when you finish a long rest.   You prepare the list of techniques that are available for you to use, choosing from the templar powers list. When you do so, choose a number of techniques equal to your Charisma modifier + half your templar level, rounded down (minimum of one technique). The techniques must be of a rank for which you have tech slots.   For example, if you are a 5th-level templar, you have four rank 1 and two rank 2 tech slots. With a Charisma of 14, your list of prepared techniques can include four rank 1 and rank 2 techniques, in any combination. If you prepare the rank 1 technique mend, you can activate it using a rank 1 or a rank 2 tech slot. Using the technique doesn’t remove it from your list of prepared techniques.  
  You can change your list of prepared techniques when you finish a long rest. Preparing a new list of templar techniques for use requires at least 1 minute per technique level for each technique on your list.   Charisma is your forging ability for your templar techniques, communing with your rig harness to implement your powers. You use your Charisma whenever a technique refers to your forging ability. In addition, you use your Charisma modifier when setting the saving throw DC for a technique you use and when making an attack roll with one.  
    Forging Save DC= 8 + your proficiency bonus + your Charisma modifier   Forging attack modifier = your proficiency bonus + your Charisma modifier
 

INFUSED STRIKE

Also beginning at 2nd level, you can cause your weapon link to erupt with cosmic energy upon striking a target. Choose one of the following uses for this feature.  

MELEE STRIKE

When you hit a creature with a melee weapon attack using your weapon link, you can expend one tech slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a rank 1 technique slot, plus 1d8 for each slot rank higher than 1, to a maximum of 5d8. The damage increases by 1d8 if the target is an automaton or a construct.  

RANGED STRIKE

You can use your action to fire a radiant beam from your weapon link at a target within 60 feet of you that you can see. Make a ranged forging attack. On a hit, the target takes 1d8 radiant damage. You can also expend a tech slot to deal additional radiant damage as if you had hit the target with a melee strike.   You can perform a ranged strike a number of times equal to your Charisma modifier. You regain all uses after you complete a short or long rest  

CELLULAR RESISTANCE

By 3rd level, the cosmic energy flowing through you makes you immune to disease.  

TEMPLAR’S PATH

At 3rd level, you fully integrate with your harness, adopting a path and code of ethics that defines you as a templar. Up to this time you had been slowly adopting your true purpose but not yet fully committed to it.   Your path not only defines you as a starborn, but as the enlightened individual with a true objective in the galaxy. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include expanded techniques and the Rig Upgrade feature.  

EXPANDED POWERS

Each code has a list of associated techniques. You gain access to these techniques at the levels specified in the code description. Once you gain access to one of these techniques, you always have it prepared. They don’t count against the number of techniques you can prepare each day.   If your code grants you a talent that doesn’t appear on the templar talent list, the power is nonetheless a templar technique for you.  

RIG UPGRADE

Your rig integration allows you to channel its energy to fuel additional effects. Each Rig Upgrade option provided by your code explains how to use it.   When you use your Rig Upgrade, you choose which option to use. You must then finish a short or long rest to use your Rig Upgrade again.   Some Rig Upgrade effects require saving throws. When you use such an effect from this class, the DC equals your templar forging save DC.   At 3rd level you gain the Harness Power upgrade.   Harness Power. As a bonus action, your rig harness energy and regains one expended tech slot, the rank of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in the class: 3rd level, once; 7th level twice, and 15th level, thrice. you regain all expended uses when you finish a long rest.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 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.  

MARTIAL VERSATILITY

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to templars. This replacement represents a shift of focus in your marital practice.  

EXTRA ATTACK

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

MULTI-USER TACTICAL DISPLAY

Starting at 6th level, you can sync with nearby allies, providing them with an augmented reality display of incoming threats. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your   Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this feature increases to 30 feet.   Expanded Tactical Display Starting at 10th level, you and friendly creatures within 10 feet of you can’t be surprised while you are conscious.   At 18th level, the range of this feature increases to 30 feet.  

AMPLIFIED STRIKE

By 11th level, you master your attunement with your weapon link, and your weapon strikes carry residual cosmic energy. Whenever you hit a creature with a weapon attack using your weapon link, the creature takes an extra 1d8 radiant damage. If you also use your Infused Strike with your weapon link, you add this damage to the extra damage of your Infused Strike.  

PATTERN ABSORPTION

Beginning at 14th level, you can use your action to end the effects of one arcane power on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
 
 

TEMPLAR PATHS

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 LEVELFORGING POWER
3rdimpedance, symbiont mark
5thstasis field, phase shift
9thcelerity, absorption
13thprotective sphere, portal
17thsuperior 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 LEVELFORGING POWER
3rdbeguile, swift motion
5thobfuscate, clone pack
9thfly, celerity
13thhaze of chaos, superior obfuscate
17thdomination, 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 LEVELFORGING POWER
3rdimpedance, sensory jammer
5thdetoxify, minor remedy
9thoptimizer, unravel effect
13thsuperior aegis, unfetter
17thincinerate, 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 LEVELFORGING POWER
3rdpsychic backlash, trauma
5thimposing influence, eclipse
9thquick construct, corrupt pattern
13thravage pattern, haze of chaos
17thcontagion, 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 LEVELFORGING POWER
3rdlaser blast, avatar’s armor
5thaugment ability, enhance weapon
9thcelerity, absorption
13thbishop’s deviation, unfetter
17thextended 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 LEVELFORGING POWER
3rdgraviton strike, commune with beasts
5thlight beam, phase shift
9thcrippling sphere, absorption
13thlightning ring, superior aegis
17thextended 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 LEVELFORGING POWERS
3rdsensor trigger, esper sense
5thlight beam, stealth scan
9thcounter form, nondetection
13thdecontamination zone, protective sphere
17thsuperior 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 LEVELFORGING POWER
3rdgraviton strike, laser blast
5thenhance weapon, stasis field
9thabsorption, celerity
13thenergy susceptibility, portal
17threactive 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 LEVELFORGING POWER
3rdcommand, primal fear
5thcortex link, detect truth
9thmedical unit, personal sentry
13thprotective sphere, stealth sentry
17thtactical 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.
 

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