The Templar {5E Class} in The Al'akyrian Realms | World Anvil

The Templar {5E Class}

A religious warrior who lacks the power to call on the divine as readily as a cleric or paladin might. Templars embody the martial aspect of the holy fight. Whether they fight for demons, devils, or celestials, they still ground themselves in their religion and seek to appease the higher powers. They fight for a cause and are quick to hold up the ideals of their faith, though they are not bound to it like a paladin. It is their idealism alone that guides their hand, and their faith in their cause. They will stand ready to defend that which they deem important or smite those who stand against them.

A Human, armed in full plate with a morningstar in one hand and a shield in the other bellows a challenge to all who would defy him. He charges into the oncoming wave of heretics, chanting prayers to their diety with each stroke of their mace. Each and every one bringing a new scream to echo around them. Nothing will stand between them and the justice they will enact. The relic WILL be returned to its resting place!

A Tiefling sniffs the air, they can feel the presence. A celestial is near... They thumb their dagger and prepare the poisoned bolt in their hand crossbow as they examine the area around them. Slowly, she licks her lips. Her masters would be proud, an angel delivered to them, dead. But first... the hunt is on. She clicks the mechanism back on her hand crossbow and closes her eyes briefly, seeing the vague form of the celestial hiding on the pillar behind them. In one swift movement she turns and fires the bolt.

A lone Dragonborn stands at the foot of an altar, a greatsword resting tip-down into the marble beneath his feet. He stares at the intruders wearily before lifting the sword over his shoulder. The reliquary must be protected, and he was their last line of defense. Uttering a small prayer under his breath he closes his eyes and listens for them approaching. When they are but five feet away he opens his eyes, now golden and swings his sword in an arc in front of him, a wave of holy light eminating outwards, tripping the intruders before he charges in.

  Main Class:

World of Abaz'shala (Al'Akyrian Realms)

Templar

A religious warrior who lacks the power to call on the divine as readily as a cleric or paladin might. Templars embody the martial aspect of the holy fight. Whether they fight for demons, devils, or celestials, they still ground themselves in their religion and seek to appease the higher powers. They fight for a cause and are quick to hold up the ideals of their faith, though they are not bound to it like a paladin. It is their idealism alone that guides their hand, and their faith in their cause. They will stand ready to defend that which they deem important or smite those who stand against them.

A Human, armed in full plate with a morningstar in one hand and a shield in the other bellows a challenge to all who would defy him. He charges into the oncoming wave of heretics, chanting prayers to their diety with each stroke of their mace. Each and every one bringing a new scream to echo around them. Nothing will stand between them and the justice they will enact. The relic WILL be returned to its resting place!

A Tiefling sniffs the air, they can feel the presence. A celestial is near... They thumb their dagger and prepare the poisoned bolt in their hand crossbow as they examine the area around them. Slowly, she licks her lips. Her masters would be proud, an angel delivered to them, dead. But first... the hunt is on. She clicks the mechanism back on her hand crossbow and closes her eyes briefly, seeing the vague form of the celestial hiding on the pillar behind them. In one swift movement she turns and fires the bolt.

A lone Dragonborn stands at the foot of an altar, a greatsword resting tip-down into the marble beneath his feet. He stares at the intruders wearily before lifting the sword over his shoulder. The reliquary must be protected, and he was their last line of defense. Uttering a small prayer under his breath he closes his eyes and listens for them approaching. When they are but five feet away he opens his eyes, now golden and swings his sword in an arc in front of him, a wave of holy light eminating outwards, tripping the intruders before he charges in.

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: simple weapons, flail, greatsword, longsword, maul, morningstar, shortsword, warhammer
tools:
saving throws: Wisdom, Strength
skills: Choose two from Athletics, Arcana, Religion, Insight, Persuasion, Intimidation, and Investigation
starting equipment:
spellcasting:
class features:

Zeal

The Templar manifests their powers through a resource called Zeal. Starting at 1st level the Templar gains 2 Zeal points that they can expend on powers. They gain a variety of base powers they can spend zeal on described later in the class. They also gain additional Zeal points as described on the Class Table. The Templar regains their Zeal at the start of every long rest.

  Zeal Save DC = 8 + Proficiency Bonus + Wisdom Modifier   Zeal Attack Bonus = Proficiency Bonus + Wisdom Modifier  

Faith

Starting at 1st level, choose a Faith or an Outsider type to dedicate to. A Templar usually dedicates themselves to a specific type of patron. It is rare to see a Templar devote himself to more than one creed or type of outsider. Choose from one of the following types to devote your faith to: Celestial, Devil, Demon, Fallen Celestial, Fey, or Undead. This determines many abilities detailed later, but some basic information about each is detailed below.

  • Faith Outsider - Damage Type
  • Celestial - Radiant
  • Devil - Cold
  • Demon - Fire
  • Fallen Celestial - Necrotic
  • Fey - Psychic
  • Undead - Necrotic
 

Acts of Faith

Beginning at 1st level, the Templar gains access to Acts of Faith. These are (usually) mundane techniques that they channel their zeal into or perhaps very minor boons granted to them by their patron(s). Starting at first level, choose two acts of faith that you gain. Consult the Templar table to see when you gain another Act of Faith to choose from. Make sure that all prerequisites are met to choose them. You may change out a single Act of Faith for another one that you meet the requirements for each time you level up. However, if the Act of Faith requires a specific level minimum to be met, you can only exchange one gained at the appropriate level for the new one. i.e. you cannot trade out a 1st level Act of Faith for an Act of Faith whose minimum is level 11

 

Divine Calling

At 2nd level you are called upon to serve a purpose. Choose a Divine Calling of your choice from the list of available Divine Callings. Your choice grants you features at 2nd level, and then again at 7th, 12th, 17th, and 20th level.

 

Prayer

At 3rd level the Templar gains the ability to utter a prayer to their divine patron(s). As an action they can recite a prayer to whomever they pay homage to and regain up their proficiency bonus in Zeal Points. They may only do this once per short or long rest.

 

Ability Score Increase

When you reach 4th 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.
  If your DM allows the use of feats, you may instead take a feat.

 

Extra Attack

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

 

Divine/Infernal Manifestation

At 6th level you gain a Manifestation based on your Faith, detailed later.

 

Divine Calling Feature

At 7th level, you gain a feature granted by your Divine Calling.

 

Ability Score Increase

When you reach 8th 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.
  If your DM allows the use of feats, you may instead take a feat.

 

Zealotry

At 9th level, the Templar can infuse themselves with Zeal. They must start taking an hour during a long rest in prayer to recieve the benefits of this ability. As a bonus action, they can regain 2 points of Zeal. They can do this a number of times equal to their Wisdom modifier. They regain uses of this ability on a long rest after praying.

 

Divine/Infernal Manifestation

At 10th level you gain a Manifestation based on your Faith, detailed later.

 

Eternal March

At 11th level, the Templar embraces the Eternal March. They forever will themselves onwards no matter the struggle or pain. When the Templar would normally be incapacitated, they may expend 1 Zeal Point to instead return to 1 Hit Point. Furthermore, they cannot have their movement speed reduced beneath half.

 

Divine Calling Feature

At 12th level, you gain a feature granted by your Divine Calling.

 

Ability Score Increase

When you reach 12th 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.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine/Infernal Manifestation

At 14th level you gain a Manifestation based on your Faith, detailed later.

 

Devoted Service

The Templar is an exemplar of their Faith. Their faith is so strong that outsiders that follow the doctrine and faith that the Templar does struggle to stand against their divine mission. At 15th level The Templar may expend 1 Zeal Point as an action to attempt to Dominate an adjacent outsider that matches their Faith. The target must make a Wisdom Saving Throw with a DC Equal to the Half the user's Templar Level (rounded up) + Wisdom Bonus. The Maximum CR for this ability is equal to Half Templar Level (rounded up) + Proficiency Bonus. Alternatively, the Templar may expend 3 Zeal to summon a creature within the range that is considered dominated. It remains for an hour before disappearing once again.

 

Ability Score Increase

When you reach 16th 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.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine Calling Feature

At 17th level, you gain a feature granted by your Divine Calling.

 

Divine/Infernal Manifestation

At 18th level you gain a Manifestation based on your Faith, detailed later.

 

Ability Score Increase

When you reach 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.
  If your DM allows the use of feats, you may instead take a feat.

 

Divine Calling Feature

At 20th level, you gain a feature granted by your Divine Calling.

subclass options:
LevelProficiency BonusFeaturesZeal PointsActs of Faith
1st+2Zeal, Faith, Acts of Faith22
2nd+2Divine Calling22
3rd+2Prayer32
4th+2Ability Score Increase33
5th+3Extra Attack43
6th+3Divine/Infernal Manifestation44
7th+3Divine Calling Feature54
8th+3Ability Score Increase55
9th+4Zealotry65
10th+4Divine/Infernal Manifestation65
11th+4Eternal March76
12th+4Divine Calling Feature, Ability Score Increase76
13th+586
14th+5Divine/Infernal Manifestation87
15th+5Devoted Service97
16th+5Ability Score Increase97
17th+6Divine Calling Feature108
18th+6Divine/Infernal Manifestation108
19th+6Ability Score Increase118
20th+6Divine Calling Feature129
  Subclasses:

Crusader (Templar Subclass)

Description:


A Human, armed in full plate with a morningstar in one hand and a shield in the other bellows a challenge to all who would defy him. He charges into the oncoming wave of heretics, chanting prayers to their diety with each stroke of their mace. Each and every one bringing a new scream to echo around them. Nothing will stand between them and the justice they will enact. The relic WILL be returned to its resting place!
 

Features:


 

Crusader's Training


The Crusader is at home in heavy armor and charging into the fray. At 2nd level The Crusader gains proficiency with heavy armor and gain proficiency with glaives, lances, and war picks.
 

Holy Fury


At 2nd level the Crusader may choose one Outsider available to their Faith options at 1st level that they did not choose for their Faith. The Crusader gains an additional 1d6 damage against outsiders of that type. The additional damage dealt is of the type of the Outsider they chose for their Faith mechanic. This amount increases to 2d6 at 11th level and to 3d6 at 19th level.
 
Furthermore, at levels 7 and 13 the Crusader may choose an additional Outsider available to their Faith options to also gain their Holy Fury damage against.
 

Mastery of Arms


At 7th level, the Crusader is defined now by their mastery of arms. Choose one of the following options to apply at this level:
 
Mastery of Shields. The Crusader's training with a shield is impeccable. While they are wielding a shield, they gain the following benefits: When a creature attempts a grapple attempt against you, you have advantage on your roll to resist it or break out of the grapple. Furthermore, when they make an attack, regardless as to if it hits, they may expend a bonus action to move the creature 5 feet in any direction so long as they end adjacent to the Crusader.
 
Mastery of Offense. The Crusader's training with two-handed weapons has proven them to be a deadly force on the field. They are able to cut a swathe through an army, swinging their heavy weapons with long, disciplined strokes. Upon making a successful attack with a two-handed weapon, the Crusader can make a bonus action attack against a creature that is adjacent to both the original target and the Crusader.
 

Stalwart Defense


The Crusader is a master at defending themselves. Upon being struck, the Crusader can fortify themselves and protect themselves damage. At 12th level, the Crusader can use a reaction and gain resistance against the Damage Type dealt to them. They still take full damage from the triggering attack. This lasts until the start of the Crusader's turn. The Crusader can expend 1 Zeal Point to also make it affect the triggering attack.
 
At 18th level, The Crusader gains the ability to spend 3 Zeal Points to instead gain immunity to the damage type for the duration.
 

Ruination


The Crusader brings utter ruination upon the foes of their faith. At 18th level the Crusader chooses a creature within 30 feet of them and marks them for annihilation. The Crusader can place a Mark of Ruination on a creature as a bonus action. The Mark of Ruination lasts for 1 minute or until the Crusader removes it as a free action. While bearing the Mark of Ruination the Crusader's critical hit range against the creature increases by 2 and they deal their Holy Fury damage to the target as well. The Crusader may use this ability a number of times equal to half their Wisdom modifier rounded up, refreshing on a long rest.
 

Divine Vengeance


The Crusader transforms into an Avatar of Divine Vengeance associated with their faith. At 20th level the Crusader may take an action to transform into an Avatar of Divine Vengeance and take on traits associated with their faith. Their weapon's damage changes to match their faith and all attacks made utilize Holy Fury no matter the creature type. Furthermore, the Crusader becomes one size category larger and their melee range increases by five feet. Additionally, whenever an ally is attacked, as a reaction the Crusader can teleport to the attacker so long as they are within 60 feet of the Crusader and make an attack against them. Finally, for the duration, the Crusader does not expend any Zeal Points on abilities. This Avatar lasts for 1 minute or until the Crusader dismisses it. This ability can only be used once, regaining the ability on a long rest.
 

Inquisitor (Templar Subclass)

Description:


A Tiefling sniffs the air, they can feel the presence. A celestial is near... They thumb their dagger and prepare the poisoned bolt in their hand crossbow as they examine the area around them. Slowly, she licks her lips. Her masters would be proud, an angel delivered to them, dead. But first... the hunt is on. She clicks the mechanism back on her hand crossbow and closes her eyes briefly, seeing the vague form of the celestial hiding on the pillar behind them. In one swift movement she turns and fires the bolt.
 

Features:


 

Tools of the Trade


An Inquisitor's job is not to charge into the fray, nor is it to be the first, or last line of defense. No, an Inquisitor's job is to ensure the attack never happens, to hunt down the enemies who would seek to do them or their people harm, no matter the tactic. At 2nd level the Inquisitor gains proficiency with Hand Crossbows, Longbow, Net, Rapier, Glaive, and Whip.
 

Hunting the Opposition


An Inquisitor is adept as stalking and hunting down those who oppose them as well as identifying them. At 2nd level Inquisitors can, as an action, activate a sense that allows them to detect when an outsider that is not part of their faith is within a mile. Furthermore, Inquisitors gain advantage on all checks to identify outsiders, be it seeing through their disguise or otherwise. Because Inquisitors are so keen on striking the opposition before it even arises in the first place, they also add their Wisdom bonus to Initiative rolls.
 
The Inquisitor may also choose to expend one Zeal and learn the direction of anything that sets off their sense.
 

Inquisitor Doctrine


An Inquisitor usually specializes in either lone wolf tactics or fighting as a team to better assist their allies in a fight. To this end, Inquisitors tend to either embrace the night and become deadly predators, stalking and hunting down their prey in order to deliver a decisive strike that will turn the tide of a fight. Other Inquisitors embrace the pack and fight alongside allies to bring their foes down, setting up deadly attacks and marking enemies and allies alike to defeat a common foe. At 7th level an Inquisitor may either choose to Embrace the Night or Embrace the Pack, gaining the features of their choice.
 
Embrace the Night. Some Inquisitors embrace the shadowy darkness of their profession. Inquisitors who Embrace the Night can take the Hide action in light obscurement. In addition, Inquisitors who embrace the night may Disengage or Hide as a bonus action. Furthermore, Inquisitors who Embrace the Night may fire a Hand Crossbow as a bonus action while engaged in melee at another target within range and line of sight without suffering any penalties. At the end of a long rest, an Inquisitor who embraced the night can make a number of poisons equal to their Wisdom modifier. These poisons become inert at the end of the next long rest or 24 hour cycle. Finally, they can use a bonus action to apply a poison.
 
Soulfire Poison. The Soulfire Poison causes a target to make a Wisdom Saving Throw with a DC equal to the Inquisitor's Zeal DC or lose the ability to concentrate for 1 minute on any spells.
 
Amentri Poison. The Amentari Poison, when applied to a weapon, causes an additional 1d6 damage of the Inquisitor's Faith type.
 
Truthseeker Toxin. When a creature is struck with the Truthseeker Toxin they must make a Constitution saving throw with a DC equal to the Inquisitor's Zeal DC or be reverted back into their true form. They cannot shapeshift or change their form for 1 minute. They may repeat this saving throw at the end of their turn.
 
Nihilus Serum. When a creature is struck by a weapon with the Nihilus Serum applied, it must make a Constitution saving throw with a DC equal to the Inquisitor's Zeal DC or take 2d6 + the Inquisitor's Wisdom bonus damage of their faith's type at the start of their turn. They may repeat this save at the end of each of their turns. This effect lasts for one minute or until the creature passes a save.
 
Dredge. When a creature is hit with a weapon what has Dredge applied to it, it must make a Constitution saving throw with a DC equal to the Inquisitor's Zeal DC or be Poisoned for 1 hour. If the creature fails the save by 3 or more its movement speed is reduced to zero until the start of the Inquisitor's next turn. If the creature fails the save by 5 or more, it is stunned for 1d4 rounds.
 
Embrace the Pack. Some Inquisitors instead choose to embrace the pack, fighting alongside comrades and setting them up to defeat their foes. Inquisitors who Embrace the Pack, whenever they make a successful melee attack against a creature, grant the next attack by another creature against the target advantage. Furthermore, an Inquisitor who embraces the pack may, as an action, place a mark on a creature within 30 feet from those listed below. They may place an amount of marks equal to their Wisdom modifier before requiring a long rest. Furthermore, an Inquisitor may only maintain one mark at a time.
 
Mark of Eternal Torment. A creature who bears the mark of Torment takes 2d6+2 damage of the Inquisitor's Faith type. The Inquisitor can, as a bonus action so long as they are within 30 feet, apply the damage to the creature again. This mark lasts for 30 seconds or until the Inquisitor removes the mark.
 
Mark of Trueform. A creature who bears the Mark of Trueform must make a Wisdom saving throw equal to the Inquisitor's Zeal DC or be reverted into their true form. This lasts for one minute. The target may attempt to make another Wisdom saving throw at the end of each of their turns.
 
Mark of Divinity. A creature who bears the Mark of Divinity gains an additional 1d6 damage of the type of the Inquisitor's Faith to all weapon attacks for a minute. This amount increases to 2d6 at 12th level, and 3d6 at 19th level.
 
Mark of the Hunt. A creature who bears the Mark of the Hunt gains 10 feet of additional movement speed as well as gaining an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This mark only lasts for 30 seconds or until the Inquisitor removes it.
 
Mark of Soul Burden. A creature who bears the Mark of Soul Burden halves their movement speed. In addition they lose the ability to take the dash action. This mark lasts for 1 minute or until the Inquisitor removes it.
 

Brotherhood


An Inquisitor is an agent of their faith, but even they know they cannot fight all their enemies alone. So they form close bonds with others and empower them to better take down their foes. At 12th level during a long rest an Inquisitor may mark a number of people (aside from themselves) to join in their Brotherhood. While marked in this way they gain an additional 1d6 of damage of the Inquisitor's faith type. Furthermore, they add the Inquisitor's Wisdom modifier to all tests to resist mind-altering effects (fear, charm, etc). The bonds of Brotherhood only persist while within 50 feet of the Inquisitor. If someone marked by Brotherhood leaves the area, they will regain all benefits of this feature upon reentering 50 feet.
 

Final Verdict


An Inquisitor may act as a judge when there is no time to bring one before the courts of faith. At 17th level, an Inquisitor can make a melee attack against a creature and issue a Final Verdict so long as the creature is below 20% of their HP pool, rounded down. The target must make a Wisdom saving throw against the Inquisitor's Zeal DC or die. Creatures killed by this ability cannot be resurrected or reanimated by anything unless by a Wish spell. Outsiders not aligned with the Faith of the Inquisitor make their save at disadvantage. An Inquisitor may use Final Verdict once per long rest.
 

Grand Inquisition


When it comes down to it, an Inquisitor will call upon their knowledge and prowess to empower themselves and their allies to great acts in service of their faith, or perhaps simply to take down a common foe. At 20th level the Inquisitor may call a Grand Inquisition as an action. While Grand Inquisition is active, all allies within 60 feet as well as the Inquisitor gain an additional 3d6 damage of the Inquisitor's faith type. In addition, they all gain +10 feet of movement and immunity to charmed and frightened conditions. They may all make an additional attack as a bonus action as well. An Inquisitor may use Grand Inquisition once per long rest.
 

Redeemer (Templar Subclass)

Description:


A lone Dragonborn stands at the foot of an altar, a greatsword resting tip-down into the marble beneath his feet. He stares at the intruders wearily before lifting the sword over his shoulder. The reliquary must be protected, and he was their last line of defense. Uttering a small prayer under his breath he closes his eyes and listens for them approaching. When they are but five feet away he opens his eyes, now golden and swings his sword in an arc in front of him, a wave of holy light eminating outwards, tripping the intruders before he charges in.
 

Features:


 

Redeemer Training


Redeemers are known best not for the equipment they use, but the stances and their ability to seamlessly shift between them. At 2nd level Redeemers gain proficiency with heavy armor. In addition, they gain access to Judicator Stance and Purifier Stance. A Redeemer can change their stance as a bonus action which changes how their abilities work.
 
Judicator Stance. While in Judicator Stance, Redeemers take a more defensive combat style, seeking to parry and deflect blows to better protect themselves and their allies. While in Judicator Stance, Redeemers gain +1 to their AC. This increases to +2 AC at 11th level and +3 at 19th level.
 
Purifier Stance. While in Purifier Stance, Redeemers take a more offensive combat style, actively putting themselves into a better position to strike down their foes. While in Purifier Stance, Redeemers gain 1d4 damage of their Faith's type to all weapon damage. This increases to 1d6 at 11th level and 1d8 at 19th level.
 

Defense Against the Wicked


Redeemers are seen as one of the final lines of defense against those who would seek to defile their sacred ground. At second level Redeemers gain access to Lifebringer's Aura and Radiant Burst. The Redeemer may only use the ability associated with their stance while in that stance. A Redeemer may use these a number of times equal to their Wisdom modifier between a long or short rest. Activating either of these abilities is an action. Both abilities count against the total.
 
Lifebringer's Aura (Judicator Stance). While in Judicator Stance a Redeemer may use Lifebringer's Aura. When a Redeemer enters Lifebringer's Aura, all allies within 15 feet when Lifebringer's Aura is activated gain 1d10 + the Redeemer's Wisdom Bonus temporary hit points. These Hit Points do not refresh unless Lifebringer's Aura is reactivated.
 
Radiant Burst (Purifier Stance). While in Purifier Stance, a Redeemer may use Radiant Burst. When a Redeemer uses Radiant Burst all creatures within a 10 foot cone from the Redeemer must make a Dexterity Saving Throw against the Redeemer's Faith DC or fall prone and take 2d6 + the Redeemer's Wisdom Bonus damage of the Redeemer's Faith type or half as much on a successful save.
 

Purity of Faith


Redeemers are icons of their faith. Their stances allow them far more flexibility in battle than most other Templars. At 7th a Redeemer may choose between either Empowered by Faith or Manifesting the Faith. Furthermore (INSERT MANIFESTATION TOOL HERE).
 
Empowered by Faith. Redeemers who are Empowered by Faith gain passive bonuses to their stances. If Redeemers choose Empowered by Faith they gain additional effects to each of their stances. While in Judicator Stance they treat allies behind them as having half cover and while in Purifier Stance they deal half their Templar Level in damage (of their Faith Type) to all enemies within 5 feet at the end of the Templar's turn.
 
Manifesting the Faith. Redeemers who focus on Manifesting the Faith gain access to two new abilities that they can use between stances. A Redeemer can use these abilities a number of times equal to their Wisdom Modifier between short or long rests. Uses of either abilities count against the total.
 
Requiem (Judicator Stance). While in Judicator Stance, a Redeemer may issue a Requiem. The Judicator may target one creature within 30 feet. That creature immediately has all negative conditions removed from them and gains 2d8 + the Redeemer's Wisdom Modifier in temporary hit points.
 
Purifying Radiance (Purifier Stance). While in Purifier Stance, a Redeemer may call forth a Purifying Radiance. This shrouds them in energy associated with their faith. Whenever a creature makes an attack against the Redeemer the Redeemer may, as a bonus action, make an attack against the creature using their Faith Attack Modifier. Upon a successful hit the target takes 3d6 + the Redeemer's Wisdom Modifier in damage.
 

Icon of Faith


Redeemers are seen as icons of their chosen faith, manifesting far greater power than other templars. At 12th level Redeemers gain access to Redemption and Seal of Damnation. They may use these abilities a number of times equal to half their Proficiency Bonus rounded up per long rest.
 
Redemption (Judicator Stance). When an ally would otherwise be knocked unconcious, a Redeemer in Judicator stance may use their reaction to grant them hit points equal to half the Redeemer's level plus their Wisdom Modifier.
 
Seal of Damnation (Purifier Stance). While in Purifier Stance a Redeemer may, as a a reaction, place the Seal of Damnation on a target making a weapon attack within 30 feet before the attack is rolled. When the target is selected they gain disadvantage on the triggering attack roll.
 

Master of Forms


Redeemers are perhaps best known for being well aligned with the tenants of their faith, this grants them what some may consider an unnatural defense against things that are not from the material plane, or, perhaps, the ability to more easily banish outsiders. At 17th level, Redeemers gain access to Guardian Form and Tyrant's Bane.
 
Guardian Form (Judicator Stance). When a Redeemer changes to Judicator Stance they may activate Guardian Form. This allows the Redeemer to select a damage type available to their faith options and gain resistance to it while they remain in Judicator Stance.
 
Tyrant's Bane (Purifier Stance). When a Redeemer changes to Purifier Stance they may activate Tyrant's Bane. This Grants the Redeemer advantage on their next weapon attack as well as an additional 2d6 damage of the type determined by their Faith.
 

Archon


Redeemers are exemplars of their Faith and embody everything that it stands for. At 20th level a Redeemer may choose to become an Archon as an action. When activating this ability the Redeemer may activate any one of the Manifestations (even if it has already been expended) available to them. Furthermore, the Redeemer lets out a shockwave around them for 30 feet. Any enemy caught within the radius must make a Dexterity Saving Throw with a DC equal to the Redeemer's Zeal DC or fall prone, outsiders not of the Redeemer's Faith type make this check with disavdvantage.
 
While an Archon the Redeemer gains the benefits of both Judicator and Purifier Stance. They also gain resistance to all damage types offered by their Faith Mechanic for the duration. This ability lasts for one minute or until the Redeemer dismisses it as an action. A Redeemer may only use this ability once per long rest.
  Acts of Faith:

Acts of Faith (Templar Mechanic)

Acts of Faith


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

Ascendant


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

Harrowing Strike


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

Baleful Challenge


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

Sweep


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

Antagonize


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

Divine Sentinel


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

Flourish


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

Divine Knowledge


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

Radiant Burst


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

Stygian Blast


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

Entropic Bolt


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

Fey Entanglement


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

Necrotic Wake


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

Sundering Blow


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

Devastating Strike


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

Cleave


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

Rush


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

Faithful Blessing


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

Blitz


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

Shield Wall


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

Phalanx


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

Seraphic Aura


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

Contractual Obligation


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

Armageddeon


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

Nature's Sanctuary


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

Rusted Blade


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

Windswept


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

Embody the Ancients


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

Grip of Fate


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

Purify


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

Death Blow


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

Lorekeeper of the Enemies


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

Grandmaster of the Order


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

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.
      Manifested Being:

    World of Abaz'shala (Al'Akyrian Realms)

    Manifested Being (Templar Summon) CR: --

    Small (templar faith outsider type), unaligned
    Armor Class: 12 + Templar's PB
    Hit Points: 5 + five times your Templar level
    Speed: 30 ft

    STR

    16 +3

    DEX

    14 +2

    CON

    14 +2

    INT

    10 +0

    WIS

    10 +0

    CHA

    10 +0

    Saving Throws: Dex +2 + PB, Con +2 + PB
    Senses: Darkvision 60 ft., Passive Perception 10
    Challenge Rating: --

    Actions

    Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage.


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