Paladin Subclass
Paladins who take the Templar's oath are taught how to combat spellcasters, using both their blades and the powers granted to them by their oath. Templars are often assigned to hunt down necromancers or protect people or places from powerful arcanists. Oromne, Maldos, Andralte and Laia are deities that often bolsters paladins to hunt down the forbidden practitioners to restore order or balance.
Tenets of the Templar
The tenets of the Oath of the Templar deal with governing the use of magic. Most templars are lawful.
- Power with Responsibility: Magic grants some individuals great power. It is my duty to make sure that they wield that power responsibly.
- Obey Rules of Magic: I will ensure that the use of magic is limited not only by imagination but also by morality.
- Extinguish Forbidden Magic. I shall arrest and bring to justice anyone who practices Necromancy or Blood Magic without approval.
Oath Spells 3rd-level Oath of the Templar Feature
Paladin Level | Spells |
3rd level | absorb elements, detect magic |
5th level | see invisibility, silence |
9th level | vector force, dispel magic |
13th level | freedom of movement, private sanctum |
17th level | circle of power, greater restoration |
Channel Divinity 3rd-level Oath of the Templar Feature
You gain the following two Channel Divinity options.
- Arcane Conversion: As a reaction to a creature you can see within 30 feet taking damage from a spell, you attempt to invert the spell’s energy. If the spell’s level is equal to or lower than your proficiency bonus, the creature takes no damage from the spell and instead regains 1d8 hit points per level of the spell.
- Magic Resistance: As an action, you choose a number of creatures up to your Charisma modifier (minimum of 1) that you can see within 30 feet. For 1 minute, you and the chosen creatures have advantage on saving throws against spells and other magical effects.
Aura of Discordance 7th- and 18th-level Oath of the Templar Feature
- You emanate an aura that is poison to spellcasters. Whenever a hostile
creature within 10 feet of you casts a spell of 1st level or higher or
starts its turn concentrating on a spell of 1st level or higher, it
takes Psychic damage equal to 1d8 + the spell’s level.
Spellbreaker 15th-level Oath of the Templar Feature
When you cause a spell cast by a creature you can see within 60 feet of you to end or fail, such as with the counterspell and dispel magic spells, or by breaking the creature’s concentration, you gain temporary hit points equal to 5 × the level of the spell.
Anti-magic Paragon 20th-level Oath of the Templar Feature
You are anathema to magic. As a bonus action, you gain the following benefits for 1 minute:
- You gain Truesight out to a range of 120 feet.
- You have resistance to damage from spells.
- Whenever a creature within 30 feet of you casts a spell, you can use your reaction to force it to make a saving throw using its spellcasting ability against your spell save DC. On a failure, the spell fails.
Once you use this feature, you can’t use it again until you’ve finished a long rest.