The Knight Templar (5e Subclass)
From D&D Wiki
The Knight Templar
The Knight Templar is easily the most pious of the Fighter archetypes. Most begin their careers as simple guards of churches, temples or other holy sites before investing time in learning to harness some of this divine power for themselves. Clerics are direct conduits of their god's power; Paladins are zealous warriors bound by oaths; but a Knight Templar sees themselves as a simpler servant of the higher powers, relying more on having the divine power as a supplement to their own martial capabilities.
Nonetheless, a Templar will always strive to protect and comfort others, especially those that follow in the path of divinity. They are still most commonly seen guarding hallowed sites or watching over pilgrims, with the most highly regarded Knights Templar acting as bodyguards for high ranking religious officials.
- Templar Training
When you take this archetype at the 3rd level, you develop an understanding of the workings of the divine. You gain proficiency in the Religion skill. If you are already proficient with this skill, you may select another skill from the following list to gain proficiency with instead: History, Insight, Medicine, Perception or Persuasion.
Additionally, you are now considered a Paladin or Cleric for the purposes of attuning to magic items.
|—Spell Slots per Spell Level—|
When you reach 3rd level, you have begun to augment your martial prowess with the ability to cast divine spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric and paladin spell lists.
- Cantrips. You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.
- Spell Slots. The Knight Templar Spellcasting 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.
- For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
- Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the Cleric and Paladin spells lists.
- The Spells Known column of the Knight Templar Spellcasting table shows when you learn more spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Cleric or Paladin spell lists. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability. Charisma is your spellcasting ability for your Knight Templar spells, since you harness your divine magic through conviction and dedication to protecting your pious wards. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a White Knight spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Channel Divinity
Lastly, at the 3rd level, your conviction and dedication has also granted you the ability to channel divine energy directly to fuel magical effects. You have two such effects: Guided Strike and Divine Inspiration. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Knight Templar spell save DC. Once you reach 18th level, you can use your Channel Divinity twice. When you finish a short or long rest, you regain all expended uses.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Divine Inspiration. You can use your Channel Divinity to grant yourself unwavering resolve. As a bonus action, you expend a use of your channel divinity to cast the Heroism spell on yourself. When you cast the spell in this way, you do not need to maintain concentration.
- Healing Aura
At the 7th level, you have learned to harness divine power so that you can impart some of your own stamina into others. Whenever you use the Second Wind feature, you select a number of creatures within 30 ft. of you equal to your Charisma modifier (min 1). Each selected creatures regains hit points equal to your Fighter level.
Additionally, you can now expend a use of your Channel Divinity to use your Second Wind feature.
- Angelic Guardian
Once you reach 10th level in this class, you have been granted greater supernatural powers as a reward for your dedication. As a bonus action, you can sprout spectral, feathered wings from your back, gaining a flying speed equal to your walking speed for a number of minutes equal to twice your Charisma modifier (min. 2 minutes).
You can use this feature a number of times equal to your proficiency modifier, and regain all expended uses upon completing a long rest.
- Divine Resilience
Upon reaching 15th Level in this class, you have intertwined your own identity with that of the divine. You are now immune to disease and no longer suffer the effects of old age, nor can you be aged magically.
Furthermore, when start your turn with less than half your maximum hit points but have at least 1 hit point remaining, you regain hit points equal to 1d6 + your Charisma modifier.
- Holy Protector
When you reach 18th level in this class, you have reached the pinnacle of divine potential, and are granted special access to more powerful magic.
You can cast the Greater Restoration and Heal spells once each without needing to expend a spell slot. You must complete a long rest before you can cast these spells with this feature again.