ZenBear
2015-06-21, 11:33 AM
Templar
The Templar is a fighter who has sworn their service to a deity or belief system. These holy warriors are not leaders but soldiers, followers of a path and guardians of those who walk it with them. Their devotion is rewarded with divine power in the form of spells and enhanced vigor and stamina.
Spellcasting
Cantrips
At 3rd level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Eldritch Knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Vigilance
In order to gain the powers of a Templar you had to endure an overnight Vigil. Your deity has granted you a boon for your devotion.
Starting at 3rd level, you no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance).
Enduring Faith
Starting at 7th level, any time you cast a spell you gain temporary hit points equal to your Fighter level.
Additionally, you learn the spell Compelled Duel. You always have it prepared and it does not count against the number of spells you can prepare each day.
Baneful Strike
At 10th level, your attacks bear the fury of your deity. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Divine Resurgence
Starting at 15th level, when you use Second Wind, add your Wisdom modifier to the total hit points you recover and you may expend 1 spell slot and choose a number of of creatures equal to the level of the spell slot used within 60ft that you can see. Those creatures are also healed for the same amount.
Chosen Warrior
Your deity graces you with uncanny prowess in combat. Beginning at 18th level, you are always under the effects of a Bless spell.
***
Inquisitor
Some rogues find their calling through service to a higher power. These rogues are charged by their deity to safeguard the faith from threats both without and within.
Spellcasting
Cantrips
At 3rd level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Arcane Trickster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Accusation
At 3rd level, you can sentence an enemy to death by divine judgement. As a bonus action on your turn, you can designate a creature you can see. Until you designate another target, any of your attacks against that target can trigger Sneak Attack. You also gain advantage on Insight checks against the target of this ability.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Nobody Expects the Inquisitor
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Interrogation
At 13th level, you learn the spell Detect Thoughts. You always have it prepared and it does not count against the number of spells you can prepare each day. While the spell is active, you may use your Wisdom modifier instead of Charisma for Persuasion and Intimidation skill checks, and in place of Intelligence for the contested check should a target try to resist you.
Soul Laid Bare
At 17th level, you can cast Detect Thoughts at-will without expending spell slots or material components.
***
Edit 6/23/15:
Changed Baneful Strike to be identical to Eldritch Strike. The original concept was cool, but too many saving throws slows down the game too much. The original EK ability works just as well for the Templar.
Moved Insight Advantage to level 3 so Inquisitors feel the effect of their subclass choice outside of combat sooner in their career.
Swapped Zone of Truth at 13 for Detect Thoughts. Perhaps this isn't necessary, but I think the spell works just as well for the class, if not better. Might change back later. Also added the ability to use WIS instead of CHA for Persuade/Intimidate while spell is active, and WIS instead of INT for resist contest. Less MAD is always good.
Soul Laid Bare is now Detect Thoughts at-will. This is why I swapped ZoT for DT at 13. The wording I originally used for SLB was exactly what DT does, only lesser.
Edit: 6/24/15:
Revised and fleshed out Spellcasting section.
Added a limited number of uses per short rest to Accusation and narrowed Advantage on Insight to only work on targets affected by Accusation.
Edit: 4/5/16
Revised Templar features. Removed Perception bonus at 3, changed Wisdom save prof at 7 to temp HP on spell casting. Divine Resurgence under review.
Edit: 6/21/18
Divine Resurgence revised.
The Templar is a fighter who has sworn their service to a deity or belief system. These holy warriors are not leaders but soldiers, followers of a path and guardians of those who walk it with them. Their devotion is rewarded with divine power in the form of spells and enhanced vigor and stamina.
Spellcasting
Cantrips
At 3rd level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Eldritch Knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Vigilance
In order to gain the powers of a Templar you had to endure an overnight Vigil. Your deity has granted you a boon for your devotion.
Starting at 3rd level, you no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance).
Enduring Faith
Starting at 7th level, any time you cast a spell you gain temporary hit points equal to your Fighter level.
Additionally, you learn the spell Compelled Duel. You always have it prepared and it does not count against the number of spells you can prepare each day.
Baneful Strike
At 10th level, your attacks bear the fury of your deity. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Divine Resurgence
Starting at 15th level, when you use Second Wind, add your Wisdom modifier to the total hit points you recover and you may expend 1 spell slot and choose a number of of creatures equal to the level of the spell slot used within 60ft that you can see. Those creatures are also healed for the same amount.
Chosen Warrior
Your deity graces you with uncanny prowess in combat. Beginning at 18th level, you are always under the effects of a Bless spell.
***
Inquisitor
Some rogues find their calling through service to a higher power. These rogues are charged by their deity to safeguard the faith from threats both without and within.
Spellcasting
Cantrips
At 3rd level, you know two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Arcane Trickster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. At 3rd level, you may choose one spell to prepare. At 7th you may choose two, at 13th you may choose three, and at 17th you may choose four. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, as the power of your spells comes from your devotion to your deity. Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
Domain Spells
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric class description, and each one provides examples of gods associated with it. Your choice grants you domain spells. You gain your 1st level domain spells at 3rd level, your 2nd level domain spells at 7th level, your 3rd level domain spells at 13th level, and your 4th level domain spells at 17th level. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Accusation
At 3rd level, you can sentence an enemy to death by divine judgement. As a bonus action on your turn, you can designate a creature you can see. Until you designate another target, any of your attacks against that target can trigger Sneak Attack. You also gain advantage on Insight checks against the target of this ability.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Nobody Expects the Inquisitor
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Interrogation
At 13th level, you learn the spell Detect Thoughts. You always have it prepared and it does not count against the number of spells you can prepare each day. While the spell is active, you may use your Wisdom modifier instead of Charisma for Persuasion and Intimidation skill checks, and in place of Intelligence for the contested check should a target try to resist you.
Soul Laid Bare
At 17th level, you can cast Detect Thoughts at-will without expending spell slots or material components.
***
Edit 6/23/15:
Changed Baneful Strike to be identical to Eldritch Strike. The original concept was cool, but too many saving throws slows down the game too much. The original EK ability works just as well for the Templar.
Moved Insight Advantage to level 3 so Inquisitors feel the effect of their subclass choice outside of combat sooner in their career.
Swapped Zone of Truth at 13 for Detect Thoughts. Perhaps this isn't necessary, but I think the spell works just as well for the class, if not better. Might change back later. Also added the ability to use WIS instead of CHA for Persuade/Intimidate while spell is active, and WIS instead of INT for resist contest. Less MAD is always good.
Soul Laid Bare is now Detect Thoughts at-will. This is why I swapped ZoT for DT at 13. The wording I originally used for SLB was exactly what DT does, only lesser.
Edit: 6/24/15:
Revised and fleshed out Spellcasting section.
Added a limited number of uses per short rest to Accusation and narrowed Advantage on Insight to only work on targets affected by Accusation.
Edit: 4/5/16
Revised Templar features. Removed Perception bonus at 3, changed Wisdom save prof at 7 to temp HP on spell casting. Divine Resurgence under review.
Edit: 6/21/18
Divine Resurgence revised.