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Oath of the Templar (Paladin)

The Oath of the Templar calls to paladins who seek to subdue or eliminate the threats of the arcane.  Whether these threats are in the form of necromantic cults, overly zealous casters, or dealing with a Lich, these paladins are specifically trained for these encounters.




Oath Tenets
A paladin who takes the Oath of the Templar has the following tenets to uphold, even if the exact wording will vary.

  • Courage You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds.
  • Duty Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
  • Vigilance You must always be ready to act when the need arises.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Arcane Dampening.

You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you, is hit by a magical effect, you can use your reaction to half the damage of a spell or other magical effects.

Seal Magic.

You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Templar Spells

Paladin Level Spells
3rd Absorb Elements, Detect Magic
5th Hold Person,Warding Bond
9th Counterspell,Dispel Magic
13th Banishment,Resilient Sphere
17th Hallow,Wall of Force

Silencing Strike

Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failedsave, they become deafened and unable to speak until the end of its next turn. If the creature is concentrating on a spell or other magic effect, the concentration is broken and the creature is stunned until the end of their next turn. 

You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.

Arcane Renewal

Starting at 15th level, once per turn, when you cause a spell to end by using your Cleansing Touch feature, interrupt a hostile creature’s concentration, casting Counterspell or Dispel Magic, you regain a number of hit points equal to 5 x the spell’s level.

Templar's Zeal

At 20th level, your presence causes the use of magic to become more difficult. As an action you gain the additional benefits for 1 minute.

  • You and your allies within 30 feet of you have resistance against spells and gain advantage on saving throws against spells and other magical effects.
  • When a hostile creature within 60 feet of you that you can see tries to cast a spell, you can use your reaction to force the creature make a wisdom saving throw. On a failure, the spell fails to be cast.
  • Creatures of your choice within 30 feet of you have disadvantage on saving throws to maintain concentration on a spell.

Once you use this feature, you can’t use it again until you finish a long rest.