(Wasn’t really convinced with the “Arcane Paladins” going around, so I made my own)
Hailed as arcane paladins, the templar is a defender and seeker of knowledge. Many belong to secretive groups that fallow one doctrine, to protect ancient knowledge, be it forbidden or dangerous. The templars recognize that the preservation of ancient texts is more important than the preservation of those they deem ignorant. Through their careers templars learn to cast a limited number of spells like a wizard, and even summon a ghostly stallion to serve at their side.
Role: The templar excels in frontal combat, but thanks to their limited number of spells and additional abilities the templar can be a great supportive member to any adventuring group.
Alignment: Any lawful
Hit Die: d10
Staring Wealth: 5d6 x 10 gp (175gp)
A templar’s class skills are: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (all), Linguistics (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill ranks per level: 2 + int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1st||2nd||3rd||4th|
|1st||+1||+2||+0||+2||Chastise 1/day, Detect Magic, Templar Oath||–||–||–||–|
|4th||+4||+4||+1||+4||Chastise 2/day, Somatic Weaponry||0||–||–||–|
|10th||+10/+5||+7||+3||+7||Chastise 4/day, Improved Familiar||2||1||0||–|
|11th||+11/+6/+1||+7||+3||+7||Eldritch Wrath, Phantom Steed||2||1||1||–|
|14th||+14/+9/+4||+9||+4||+9||Improved Eldritch Hand||3||2||1||1|
|17th||+17/+12/+7/+2||+10||+5||+10||Improved Eldritch Aura||4||3||2||1|
Weapon and Armor proficiency: templars are proficient with all simple and martial weapons, with all types of armor (light, medium and heavy), and with shields (except tower shields). He can cast templar spells while wearing armor and wielding a shield without incurring the normal arcane spell failure chance. A multiclass templar still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Chastise (Su): The ignorant must be punished. Once per day, a templar can chastise a foe. As a swift action, the templar chooses one target within sight to chastise. All of the templar’s attacks (melee, ranged and even spells that deal hit point damage) deal extra damage whenever the attacks are made against the target of his chastise. This extra damage is equal to the templar’s level. The templar can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Always zealous in his cause, if the templar attacks anyone other than the target of his chastise, he takes a -2 penalty on his attack rolls.
The templar can have only one chastise active at a time. The chastise remains in effect until the target is dead, unconscious or until the combat ends.
Detect Magic (Sp): At will, a templar can use detect magic, as the spell. A templar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied for 3 rounds. While focusing on one individual or object, the templar does not detect magic in any other object or individual within range.
Templar Oath (Ex): All templars pledge an oath to a principle as soon as they become templars. Each oath grants various bonuses plus states how a templar must behave. The following is a list of the most common templar oaths but are by no means the only oaths that exist.
Oath of the book: Templars that pledge themselves to the oath of the book are tasked with gathering all sort of knowledge they can find, the older the better. Most of these templars keep various records of all they have found, and if there’s a templar temple near, they will store all they have found in its record rooms.
Templars of this oath gain a bonus to all knowledge checks equal to half his class level. In addition, when the templar is using his chastise ability he gains damage reduction 1/- against attacks made by the target of his chastise. This DR increases by +1 for every four levels the templar possesses.
Oath of the mage: Templars that pledge themselves to the oath of the mage zealously seek and destroy false knowledge and abhor those that propagate it.
Templars of this oath increase their caster level when they cast any spell by 3, up to a maximum equal to their templar level. In addition, when the templar is using his chastise ability he gains a +1 morale bonus to all his saves against any spell or effect used by the target of his chastise. This bonus increases by +1 for every four levels the Templar possesses.
Oath of the shield: Templars that pledge themselves to the oath of the shield must defend those that possess ancient knowledge and must make sure that they are kept safe.
Templars of this oath gain proficiency with tower shields. In addition, when the templar is using his chastise ability he gains a +1 dodge bonus against all attacks made by the target of his chastise. This bonus increases by +1 for every four levels the templar possesses.
Oath of the weapon: Templars that pledge themselves to the oath of the weapon must stop those that would seek to destroy knowledge, and he must do so by any means necessary.
Templars of this oath gain arcane strike as a bonus feat, threating his full templar level as his caster level for purposes of this feat. In addition, whenever the templar uses his chastise ability he gains a +1 morale bonus to all his attack rolls against the target of his chastise. This bonus increases by +1 for every four levels the templar possesses.
Eldritch Hands (Su): Beginning at 2nd level, a templar can grant temporary hit points (to himself or others) by touch. Each day he can use this ability a number of times equal to ½ his templar level plus her intelligence modifier. With one use of this ability a templar can grant a number of temporary hit points equal to 1d10 plus half his templar level. Using this ability is a standard action, unless the templar targets himself, in which case it is a swift action. Despite the name of this ability, a templar only needs one free hand to use this ability.
These temporary hit points last for 1 hour. Multiple uses of this ability do not stack; a second use of this ability overrides the previous use.
Familiar: At 3rd level the templar gains the service of a loyal familiar. This ability functions for the templar the same way it does for the wizard; treating his templar level as his effective wizard level for all familiar abilities.
Spells: At 4th level templars learn to cast a small number of arcane spells which are drawn from the sorcerer/wizard spell list. A templar must prepare his spells ahead of time.
To learn, prepare, or cast a spell, the templar must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the templar’s Intelligence modifier. The caster level for all of the templar’s spells equals his templar level -3.
A templar can cast only a certain number of spells of each spell level per day. Like other spellcasters the templar receives bonus spells per day if he has a high Intelligence score. A templar may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the templar decides which spells to prepare.
A templar gains a spell book containing all 0-level wizard spells plus one 1st-level spell of his choice, at level 4. The templar also selects a number of additional 1st-level spells equal to his intelligence modifier to add to the spellbook. At each new templar level, he gains two new spells of any spell level or levels that he can cast (based on his new templar level) for his spellbook. At any time, a templar can also add spells found in other wizards’ or templar spellbooks to his own (following the same rules wizards follow when adding spells from someone else’s spellbook to their own).
Somatic Weaponry (Ex): The templar may cast spells that require somatic components, even with his hands full.
Mount (Sp): At 5th level, the templar gains the Mount spell as a spell like ability, usable at-will. However, he cannot use this ability again until its duration expires. If his mount is slain, he cannot use this ability again for 24 hours. The caster level for this spell like ability equals the templar’s class level.
Bonus Feats: At 6th level and every three levels thereafter, a templar gains a bonus feat. At each such opportunity, he can choose combat feats, metamagic feats, Spell Focus, or Spell Mastery. The templar must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
A templar may also choose an Arcane Discovery in place of a bonus feat, qualifying for them, treating his caster level as his effective wizard level.
Eldritch Aura (Su): At level 8th, a templar can as a standard action exude an aura of pure arcane energy until the ends of his next turn. The aura emanates 15 feet from the templar. All arcane spells cast within the aura gain a +1 bonus to their caster level, and increase any saving throw DC they have by +1. The templar can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Improved Familiar: At level 10th, a Templar gains Improved Familiar as a bonus feat.
Eldritch Wrath (Su): At 11th level, a Templar can expend two uses of his chastise ability to grant the ability to chastise to all allies within 10 feet, using his bonuses. Allies must use this chastise ability by the start of the Templar’s next turn and the bonuses last for 1 minute. Using this ability is a free action.
Phantom Steed (Sp): at 11th level, a templar’s Mount spell like ability is replaced with Phantom Steed. All other aspects of this ability remain the same.
Improved Eldritch Hands (Su): At 14th level, a templar’s Eldritch Hands ability grants a number of temporary hit points equal to 2d10 plus the templar’s level.
Improved Eldritch Aura (Su): At level 17th, the bonuses granted by the Eldritch Aura increase by 1, in addition, Eldritch Aura can be activated as a move action instead of a standard action.
Eldritch Champion (Su): The templar’s body is infused with arcane energies, making him immune to damage from mundane weapons. In addition, once per chastise, a templar of 20th level can double the bonus damage granted by his chastise, also the target is hit by an effect similar to a targeted Greater Dispel Magic, using his templar level as his caster level, after this ability is done, the chastise immediately ends.
A templar who ceases to be lawful, who willfully destroys ancient tomes or any other source of ancient knowledge, or who breaks his oath loses all templar spells and class features (excluding weapon, armor and shield proficiencies). He may not progress any further in levels as a templar. He regains his abilities and advancement potential if he atones for his violations (see atonement), as appropriate.
Prerequisite: Chastise ability.
Benefit: Gain two additional uses of Chastise per day. This feat can be taken multiple times, its effects stack.
- 4/17/15: Added templar oaths. Modified eldritch champion.
Art by: Shalia-Windterra
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