BR:Templar

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This subclass is incomplete and is being updated for the next revision of the Basic Rules.

An Imperial Templar guards himself with divine might

Templar

Templars are resolute devotees of the light who have sworn to help the sick and protect the weak. These traveling knights call upon the powers of light and the burning sun to smite their enemies, defend their allies, and heal the sick.

Those that follow Stendarr are priests that clothe themselves in his righteous aura of blessed light. They are worshipers who renounce all forms of violence and freely spread knowledge of cleansing and healing rituals. Following the word of Stendarr, they seek out abominations and unnatural profanities that are abhorrent in their eyes. Purging daedra, undead, Hircine's man-beasts, and Molag Bal's vampires from the Mundus.

Templars in accord with Meridia have similar goals. They relentlessly pursue the undead, cleansing risen corpses whose rotting bodies persist with a loathsome and unnatural vigor, and the vampires that feast upon honest citizens.

Tenets of Templars

The tenets of Templars command these crusaders to stay close to the light and wield it with vigorously:

Provide a Guiding Light. Be an example to those you surround yourself with. Guide others through their darkness, and stay close to the light to ward off your own.

Purify with Mercy. Let your light shine on the worthy. Cleanse those of their pain and sorrow so they can become a cynosure to many.

Purge with Sunfire. Expel the evil and the vicious. Use the radiant dawn to eradicate those that threaten to throw a shadow on the world.

Templar Features
Level Feature
3rd Devotion Spells, Channel Divinity
7th Illuminating Aura, Divine Smite: Fire
15th Burning Light
20th Radiant Ward

Devotion Spells

3rd-level Templar devotion feature

You gain devotion spells at the crusader levels listed.

Templar Devotion Spells
Level Spells
3rd guiding bolt, hellish rebuke
5th aurora javelin, spiritual weapon
9th beacon of hope, haste
13th fire shield, radiant shield
17th anti-life shell, Stendarr's aura

Channel Divinity

3rd-level Templar devotion feature

You gain the following Channel Divinity options.

Radiant Destruction. You can use your Channel Divinity to burn your enemies with a ray of holy fire.

As an action, you conjure a ray of light in a 30-foot line that is 5 feet wide. Each creature in that line must make an Agility saving throw. A creature takes radiant damage equal to 2d10 + your crusader level on a failed saving throw, and half as much damage on a successful one. A creature that is below half its maximum hit points takes an additional 1d10 damage.

Illuminating Spirit. As an action, you use your Channel Divinity to cause light to shine down on you, restoring a number of magicka points equal to half your Crusader level, rounded down.

Illuminating Aura

7th-level Templar devotion feature

You emanate an aura of invisible magical light. If you aren’t incapacitated, you and any creature of your choice within 10 feet of you gains the ability to see in dim light and darkness within 60 feet of it as though it were bright light.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Divine Smite: Fire

7th-level Templar devotion feature

Whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with fire damage instead of radiant.

Burning Light

15th-level Templar devotion feature

You gain mastery with the effects of sunlight. Whenever you cast a spell that deals fire or radiant damage, you can add your Personality modifier to the damage. This amount is doubled against undead or fiends.

Radiant Ward

20th-level Templar devotion feature

You surround yourself with solar rays. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

While surrounded by the light, at the start of each of your turns, you gain 10 temporary hit points. Additionally, each time you take damage from a melee weapon attack, you pulse with violent light, and the attacker takes radiant damage equal to your Personality modifier.