Templar (3.5e Class)

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"Divine Spellcasting, Spontaneous Spellcasting, Other" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Templar

The power of my deity flows through me, and will cut you down should you cross me.
Every religion has clerics, those tasked with performing the duties of the religion. Many also have faithful members who leave their homes to travel distant lands, spreading the word of their god or pantheon. Templars are ordained knights tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.

Templars are the militant arm of their church and/or cause, guarding sacred places or dispatched away from the temples as agents of higher powers. Initially able and zealous warriors combining martial abilities with the power of their deity, they eventually become an active sword or shield for their deity, with high levels of offensive prowess and devastating crowd control. Whether as a bodyguard or a support character, they often find themselves in the ranks of adventuring parties who can make use of the talents.

A templar exemplifies a particular ideology of life, and associated nomenclature may depend on the side with which he aligns himself. A good templar, for instance, can assume the title of paladin, while those who embrace evil are often known as blackguards and those who serve neutrality are called gray wardens. What truly differentiates these characters are the vows that they swear to uphold.

Making a Templar

Templars are often on the front lines, attempting to spread the word of their deity or knock some sense into the heads of unbelievers and enemies.

Primary Abilities: Templars value Charisma greatly, as it allows them to better convince those they encounter of the importance of their deity and provides force to their spells. They also value Strength as it allows them to beat up those who steadfastly refuse to believe and get in the way of the templar's work.

Secondary Abilities: Constitution is often the third most important ability for a templar, as it allows them to stand longer in the fray.

Races: Any. Every race that has deities has templars to spread their teachings.

Alignment: Any, though a templar may only select a deity who allows worshipers of the templar's alignment. Conversely, a templar of a specific deity is limited to only those alignments which would be allowed by the deity for a follower.

Starting Gold: 3d10×10 gp (165 gp).

Starting Age: Moderate.

Table: The Templar

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +1 +2 +0 +2 Code of Conduct, Divine Vow, Spells, Vow of Allegiance 2
2nd +2 +3 +0 +3 Avenger of the Faith (Primary) 3
3rd +3 +3 +1 +3 Divine Vow 3 2
4th +4 +4 +1 +4 Avenger of the Faith (Secondary) 3 2
5th +5 +4 +1 +4 Divine Vow 3 3 2
6th +6/+1 +5 +2 +5 Avenger of the Faith (Primary), Priest Craft 3 3 2
7th +7/+2 +5 +2 +5 Divine Vow (Twice Vowed) 3 3 3 2
8th +8/+3 +6 +2 +6 Avenger of the Faith (Secondary), Inquisitor 3 3 3 2
9th +9/+4 +6 +3 +6 Divine Vow (Twice Vowed) 3 3 3 2
10th +10/+5 +7 +3 +7 Avenger of the Faith (Primary) 3 3 3 3 2
11th +11/+6/+1 +7 +3 +7 Divine Vow (Twice Vowed) 3 3 3 3 2
12th +12/+7/+2 +8 +4 +8 Avenger of the Faith (Secondary), Sustained by Faith 3 3 3 3 2
13th +13/+8/+3 +8 +4 +8 Divine Vow (Thrice Vowed) 3 3 3 3 3 2
14th +14/+9/+4 +9 +4 +9 Avenger of the Faith (Primary) 4 3 3 3 3 2
15th +15/+10/+5 +9 +5 +9 Divine Vow (Thrice Vowed) 4 4 3 3 3 2
16th +16/+11/+6/+1 +10 +5 +10 Avenger of the Faith (Secondary) 4 4 4 3 3 3 2
17th +17/+12/+7/+2 +10 +5 +10 Divine Vow (Thrice Vowed), Undying Faith 4 4 4 4 3 3 2
18th +18/+13/+8/+3 +11 +6 +11 Avenger of the Faith (Primary) 4 4 4 4 4 3 3
19th +19/+14/+9/+4 +11 +6 +11 Divine Vow (Thrice Vowed) 4 4 4 4 4 4 3
20th +20/+15/+10/+5 +12 +6 +12 Avenger of the Faith (Secondary), I Believe in Miracles 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (nobility and royalty) (religion) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Swim (Str).

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level)
Affability (Cha), Appraisal (Int), Athletics (Con), Cultures (Cha), Endurance (Con), Healing (Cha), Intimidation (Cha), Jump (Str), Psychology (Int), Thaumaturgy (Cha).

Class Features

All of the following are class features of the templar.

Weapon and Armor Proficiency: A templar is automatically proficient with simple and martial weapons, all forms of armor, and all shields.

Spells: Like a cleric, a templar casts divine spells, which are drawn from the templar spell list (see below). He also gains bonus spells accordingly based on his Charisma score, and prepares his spells in the same manner as a cleric does. A templar’s spells are more for utility than combat efficacy, either allowing him to better solve problems through non-violent means or enhancing his combat abilities past even their already formidable limits.

0th— create water, cure light wounds, detect magic, guidance, light, purify food and drink, read magic, resistance

1st— aid, bless, cure moderate wounds, detect chaos/evil/good/law (opposing alignments only), deathwatch, divine favor, find templeSpC, protection from chaos/evil/good/law (opposing alignments only), remove fear, rhino’s rushSpC, shield of faith

2nd— align weapon, augury, brand heretic, calm emotions, cure serious wounds, delay poison, consecrate, lesser restoration, mass cure light wounds, prayer, remove blindness/deafness, shield other, status

3rd— atonement, commune, cure critical wounds, greaterdispel magic, glyph of warding, knight's moveSpC, magic circle against chaos/evil/good/law (opposing alignments only), mass cure moderate wounds, remove disease, speak with dead

4th— death ward, discern lies, dismissal, divination, freedom of movement, heal, holy sword (or unholy sword), mass cure serious wounds, mark of justice, remove curse, restoration

5th— banishment, break enchantment, contact other plane (own deity only), dispel chaos/evil/good/law (opposing allignments only), mass cure critical wounds, raise dead, righteous might

6th— binding, greater glyph of warding, heroes’ feast, mass heal, quest (willing creatures only), refuge, soul bind, word of recall

Code of Conduct (Ex): Like any other character, a templar does what he must to uphold the duties given to him by an organization of which he is a part, even if that organization is as loose as his alignment group. But let’s face it; sometimes even the good and honorable knight may need to lie about his identity or consort with unscrupulous characters in order to root out the evil, demonic cult. And evil knights can be obsessed with battle, honor, and battling with honor. A templar is not specifically prohibited from acts that lie outside of their alignment or run counter to their deity's wishes. Many aspire to these things and many follow them, but not all reach them.

So long as he truly acts towards the fulfillment of his personal code (subject to the discretion of player and DM), he cannot be forced by any effect to commit a violent act against someone who shares his alignment or faith. If compelled to commit such an act, the templar instead states that they are unable to commit such an act against a member of the faithful and takes no actions until the effect ends. If the effect would end upon completion of the violence, it is instead considered completed 1 round later.

Divine Vow (Su): A templar’s code is subjective to its maker; he takes vows as a representation of his code (see the section on divine vows below), which grant him extraordinary powers (the nature of which vary based on the vows he takes). At 1st level the templar gains the Vow of Piety and one other rank 1 vow of their choice. At every odd-numbered class level thereafter the templar may take a new vow.

Beginning at 7th level, he may reaffirm a previous vow to gain an additional ability from that vow and take a rank 2 benefit from a vow which he already possesses. Such a reaffirmation is known as "twice vowed." Instead reaffirming a vow, he may instead select make a new vow.

Beginning at 13th level, he may reaffirm one of his twice vowed selections an additional time to gain a final ability from it, gaining a rank 3 benefit from a vow in which he already possesses the rank 2 benefit. Such a reaffirmation is known as "thrice vowed". Instead of thrice vowing an eligible vow, he may instead select two lesser vows to advance to twice vowed, or he may make a new vow and gain both the rank 1 and rank 2 abilities from it.

Avenger of the Faith: A templar trains himself in multiple forms of combat, so as to serve as both the weapon and shield of their church or ideals. Starting at second level, he chooses a primary combat form (see Avenger of the Faith Styles below) for which he gains the corresponding abilities at 2nd level and every four class levels thereafter. At 4th level, he chooses his secondary style, and gains the benefits thereof at each 4 class levels.

Arms of the Faithful (Ex): At fifth level a templar gains Craft Magic Arms and Armor as a bonus feat. When crafting any magic items with this feat, they are treated as having access to the spells of the war domain in addition to those on their class list.

Inquisitor (Ex): An 8th level templar can detect the alignments of any creature that he can see as a swift action. He instantly gains all information about their alignment as if he had spent three rounds concentrating on them with the appropriate spells. If the creature is warded, the templar must succeed on a caster level check against the warding spell.

In addition, all the templar’s attacks are automatically considered aligned (good or evil, lawful or chaotic, etc. based on his alignment) for the purposes of overcoming damage reduction.

Sustained by Faith (Su): An eleventh level templar gains everything they need to live from their relationship with their deity. They no longer need to eat, drink, breathe, or sleep. They can still do these things if they want to of course.

Undying Faith (Su): Seventeenth level templars are extremely difficult to kill, since their sense of purpose keeps them bound to this world. When a templar of this level dies, they may elect to gain the benefit of a true resurrection at anytime within the next minute, though this only leaves them at half of their maximum hit points. They may benefit from this ability no more than once per day. A templar who dies twice in a day will need someone else to bring them back to continue their work.

All Things Are Possible (Sp): The prayers of a twentieth level templar are taken very seriously. Once per day they may cast miracle as a spell-like ability, though they must still spend experience points if the effect would require them from a spellcaster casting it.

Avenger of the Faith Styles

Charger

A charger is a very straightforward templar. They see their foes, and they run or ride out to meet them. This generally leads to the defeat of their foes.

  1. Knight Errant (Ex): A templar charger needs to work around the limitations of the bulky armor that is so often part of his attire. He no longer suffers penalties to his base speed from wearing medium or heavy armor. The templar also gains additional benefits while charging. He may make 1 turn up to 90 degrees as part of his charge action, though he must still travel at least 10 feet in a straight line immediately before he attacks his target. Additionally, he is not required to move to the closest space to his opponent during a charge and may make his charge attack when his opponent is in any of his threatened spaces. This would allow him to take a charge attack while running past an opponent, but this movement would provoke attacks of opportunity as normal.
  2. Cataphract (Ex): When charging the templar gains a +4 bonus to his attack roll instead of the normal +2 and can make a full attack on a charge. He also now may charge up to three times his normal base speed when he makes a charge as a full-round action and twice his base speed even if he can only charge as a standard action. He may not make a full-attack when he performs a partial charge, however. This benefit also applies while the templar is mounted.
  3. Charge of Necessity (Su): A charger who cannot charge at his foes is a charger who can not do his duty. While charging or running, the templar gains the benefit or air walk for the round, until the start of their next turn. If they do not continue running or charging at the start of the next round, they instead fall to the ground under the effect of feather fall. If they begin a fall from other circumstances they do not benefit from this effect. This benefit also applies while the templar is mounted.
  4. Charge of Glory (Ex): The templar now tramples over those who fall before his charge, continuing to seek more blood. If he destroys an effect, renders an opponent in his path unconscious or dead, or otherwise clears the way forward with a charge attack, he may continue the charge along the same path (following all normal restrictions as they apply) up to the full allowed distance of his charge. He may make additional attacks against those in his way along this additional distance as if they were his intended charge target. This benefit also applies while the templar is mounted.
  5. Charge of Destruction (Su): When a foe is struck with a charge attack and killed, they are destroyed utterly as if they had been immolated or disintegrated. Further, while charging or running a templar may leave behind a blade barrier as he leaves each space. The wall need not be continuous, and may have as many or as few breaks in it as the templar desires. This wall dissipates at the start of the templar's next turn, deals 15d6 points of damage, and has a save DC of 16 + the templar's Charisma modifer. This benefit also applies while the templar is mounted.
Herald

A herald is a shining beacon of the strength of their patron or philosophy. While they generally do so with protective and restorative auras, they are eventually capable of showing the terrible might of their beliefs as well.

  1. Aura of Vitality (Su): As a swift action, you may radiate a protective divine aura. All creatures within Close range (25 ft, +5 feet per 2 class levels) of you when you activate the aura gain its benefits until the start of your next turn. This aura can be blocked in the same way as divinations can be blocked, expanding into or through some materials. There is no limit to the number of times per day that a templar may create a dine aura.
    You and other allies within your protective aura gain temporary hit points equal to your class level or your charisma modifier, whichever is higher. These temporary hit points last until used or 1 day has passed, and they do not stack with additional exposure to the aura or with any other source of temporary hit points.
  2. Aura of Sanctuary (Su): You and all allies within the area of your protective aura benefit from a sanctuary effect while the aura remains active or maintained. If a warded creature takes an offensive action, the sanctuary effect is only broken for them. If they break the effect, it may be restored next round as long as they remain within range of you and you spend another action to renew it. If a creature successfully saves against the sanctuary effect against any warded creature, they are considered to have saved against it for all creatures protected by your aura. Further, they need not make any additional saves against the sanctuary effect of your aura for 24 hours, and ignore it even if you continue to renew it during that time.
  3. Aura of Protection (Su): You and every ally within your aura is protected by a protection from X spell, where X is any alignment descriptor opposed to your own. Characters with a Neutral alignment may select an opposed alignment. Changing the protection effect can be done whenever the aura is restored or maintained.
  4. Variable Aura (Su): You may add the benefits of one personal or touch range spell of level 2 or less that you currently benefit from to your protective aura.
  5. Otherworldy Aura (Su): As a standard action, you can project an otherworldly aura of divine might. You may project this aura in addition to your protective aura, but you must spend both actions to do so. When you project this aura, every creature within close range must make a will save or cower for 1 round. Creatures that are immune to fear are instead dazed for 1 round on a failed save.
Hoplite

Shield and spear guy, because they needs more love.

  1. Vanguard of the Zealots: When wearing a shield in your off hand, you may wield a spear in one hand. When you do so, you still deal damage with the spear as though it is wielded in two hands.
  2. Resolute Convictions: You may set your spear against a charge as an immediate action. While wielding a shield in your off hand, you may add your Charisma modifier to your damage rolls. If you wield a tower shield, you may also add your Charisma modifier to your attack rolls.
  3. Point of Light:The area you threaten while wielding a spear increases by 5'. Attacks through this area provoke attacks of opportunity as normal. If your wielded spear is a reach weapon, this ability does not allow you to attack adjacent targets though you can strike even farther away.
  4. Warding Strikes: You hurl back the targets you hit with your spear. Targets are moved away from you a distance equal to the half the damage dealt (rounded down to the nearest 5 foot increment), with a minimum of 10 feet. If they can not move the full distance, they take 1d6 points of damage for every 2 squares they are unable to move. They land in their destination square prone. A successful reflex save negates the hurling effect.
  5. Holy Cross: As an attack action while wielding a spear, you may repel all targets within a 25' cone aimed away from yourself. The first square of this cone may be any square you could strike with your spear. Targets within this cone take damage as if they had been struck with the spear and a hurled as per the above ability. A successful reflex save negates the damage and hurling effect.
Protector
  1. Hardline Stance (Ex): When faced with throngs of unbelievers or the enemies of your deity, it's important to stand your ground. A templar protector may enter a hardline stance as an immediate action. They must spend a swift action to leave this stance however, though it automatically ends if they fall unconscious or become helpless. There is no limit to the number of times in a day when a templar can enter a hardline stance.
    While holding a hardline stance a templar is considered readied against any movement within the spaces they threaten, and they may make an attack against a foe for each space moved. There is no limit to the number of attacks they can make against moving opponents in this way, though this attack is made in place of an attack of opportunity. They may spend an Attack of Opportunity in place of this attack if they wish, however. They also gain the benefits of Improved Uncanny Dodge, and do not lose their dexterity bonus to AC when flatfooted or struck by an invisible target. Further, a templar is not vulnerable to sneak attack while being flanked unless targeted by someone with 4 or more rogue (or equivalent) levels than they have templar levels.
  2. Armed With Faith (Su): When a disciplined templar enters a Hardline Stance it's obvious. They visibly radiate a tangible divine radiance that can be used to harm foes as well as deflect blows. This grants them reach as if they were one size larger (small and medium are considered to be the same size category for these purposes). Additionally, if a templar with this ability is carrying a shield, the emanations provide them with cover. Their threatened spaces may deflect attacks passing through them, if they wish it, granting cover to creatures targeted by any attack or spell that passes through a space they threaten.
  3. Hold the Line (Su): A templar of this level has much more control over their divine emanations while in a hardline stance. They may, as a free action, break line of effect across their threatened spaces. This break must be a straight line that passes from one side of their threatened area to the opposite side and passes through the templar. This break can be maintained as long as the templar maintains his hardline stance.
    Additionally, the templar may exit a hardline stance as a free action.
  4. As Long As It Takes (Su): When a powerful templar takes on a hardline stance, they might need to hold it for a while. And they might need their spells to last for a while too. Any spell with a non-instantaneous duration that they cast while in a hardline stance lasts until the end of its normal duration or when the templar leaves the stance, whichever comes later. Any spells active before the templar takes on a hardline stance are not extended in this way, even spells that were cast in an earlier hardline stance.
  5. Sacred Space (Su): The very presence of a templar of this level is a hindrance to their enemies. When they take on their hardline stance, they may also choose to radiate an effect similar to forbiddance in a 60' radius. The templar may activate or deactivate this effect while holding their hardline stance as a free action during their turn. After this effect is activated or deactivated, it must remain in the new state for 1 round before the templar can change it again. This effect otherwise lasts as long as the templar maintains their stance, and it travels with them whether they move by foot or other travel ability.
    The templar's own travel powers, those granted by class feature and by spells, are not blocked by this effect. Additionally, the templar may block any attempt to teleport by a creature that the templar can see if the shortest distance between their start and end points would pass through this effect. Any creatures who enter on their own suffer the appropriate damage, but creatures within the area of effect when the effect begins, or who find themselves in it because the templar moved, do not suffer damage from the effect. Similarly, summoned creatures in the area when the effect is activated are not dispelled, nor are those who wind up in the area of effect as a result of the templar's movement.

Ex-Templars

A templar who wishes to pursue other classes is welcome to do so. There are no multiclssing restrictions against the templar.

A templar who willingly leaves his faith or who is cast out loses all spells, spell-like, and supernatural abilities, as well as any ability stemming from one of their vows. They may return to the faith if a ranking member casts an atonement for them. They may also pursue a new faith entirely. They must still find a member of the faith to atone them, however. When joining a new faith in this way, the templar loses all of their old vows. They may swear a new one each day until they have reached the level allotted them based on their level.

Facts about "Templar (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorTarkisflux + and ThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Climb +, Concentration +, Craft +, Jump +, Knowledge +, Listen +, Ride +, Sense Motive +, Speak Language +, Spellcraft + and Swim +
Skill Points4 +
SummaryA paladin that is not restricted to one alignment. + and Templars are ordained knights tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity. +
TitleTemplar +
ToP SkillAffability +, Appraisal +, Athletics +, Cultures +, Endurance +, Healing +, Intimidation +, Jump +, Psychology + and Thaumaturgy +
Will Save ProgressionGood +