Oath of the Templar

Chain the Wildfire of Magic

Paladins who swear the Oath of the Templar serve as holy wardens over the use of magic. To a Templar, a spell is a blade that can cut either way: a tool of healing and order when bound by doctrine, or a wildfire that must be contained or extinguished. These Paladins stand watch over mages, Rift-touched phenomena, and forbidden workings, acting as both guardians and executioners in the name of divine law.   Templars often belong to militant orders that answer directly to a high religious authority, standing apart from secular armies and arcane colleges alike. They are feared by many who wield magic, but when the world teeters on the brink of disaster, even mages are glad to see a Templar step between them and the abyss.   These Paladins share the following tenets:
  • Guard the Flame. Holy power is sacred. Protect Divine Magic, sanctuaries, and faithful spellcasters, even as you shackle other, wilder currents of power.
  • Chain the Wildfire. Magic is like fire: useful only when controlled. Contain, bind, and disarm before you destroy.
  • Stand Between. Place yourself between the spell and the innocent. Let dangerous power break on you rather than on those who cannot bear it.
  • Sacrifice Without Hesitation. Your comfort, reputation, and even your soul are coins to be spent to keep the world from burning. Pay the price and do not flinch.

Level 3: Oath of the Templar Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Templar Spells table, you thereafter always have the listed spells prepared.
Paladin Level
Spells
3
Absorb Elements, Sanctifying Brand
5
9
Counterspell, Purge Rift Corruption
13
Edicts of Interdiction, Guardian of Faith
17

Level 3: Channel Divinity

You gain the following two Channel Divinity options: Spellbreaker’s Rebuke and Brand of Suppression.   Spellbreaker’s Rebuke. You can twist divine power into a sudden burst of disruptive judgment that blunts hostile magic. When a creature you can see within 60 feet of yourself casts a spell, you can take a Reaction to expend one use of your Channel Divinity and spell breaking light. One creature of your choice that you can see targeted by the spell or within the spells area of effect gains Advantage on any saving throw against that spell. If the spell allows the creature to take only half damage on a successful save, the chosen creature instead takes no damage on a success and only half damage on a failure.   At the end of the turn, the caster takes Radiant damage equal to half your Paladin level plus your Charisma modifier, and has Disadvantage on any saving throws to maintain Concentration from this damage.   Brand of Suppression. You can sear a sigil of interdiction into those who abuse dangerous magic. As a Magicaction, you can expend one use of your Channel Divinity to brand a creature you can see within 30 feet of yourself with burning judgment. The target must succeed on a Wisdom saving throw against your spell save DC or be branded for 1 minute, or until you have the Incapacitatedcondition or use this feature again. While branded, the target is sheds Dim Light in a 10-foot radius and can’t benefit from the Invisible condition, has Disadvantage on saving throws it makes to maintain Concentration, and whenever it casts a spell, it takes Radiant damage equal to your Charisma modifier (minimum of 1).   At the end of each of its turns, the branded creature can repeat the Wisdom saving throw, ending the effect on itself on a success.

Level 7: Aura of Suppression

Your presence becomes a walking interdiction zone against hostile magic.   You and your allies have Resistance to damage from spells while in your Aura of Protection.   In addition, at the start of each of your turns, you can choose one creature you can see within your Aura of Protection that is maintaining Concentration on a spell. That creature must make a Constitution saving throw against your spell save DC to maintain Concentration.

Level 15: Smite the Unbound

Your Divine Smite not only punishes the body but tears at unstable workings of power and shields your companions.   Whenever you cast Divine Smite, you can choose to forgo one of the smite’s damage dice to gain the following benefits:
  • Shattering Focus.If the target is maintaining Concentration on a spell, it has Disadvantage on the saving throw it makes to maintain Concentrationfrom the attack.
  • Shared Ward. Choose any number of creatures of your choice within your Aura of Protection, which can include you. Until the start of your next turn, each chosen creature has Advantage on saving throws it makes against spells and other magical effects.
This divine technique lets you trade raw damage for greater control and protection, turning your smite into a shield as well as a weapon.

Level 20: Living Interdict

You become a living manifestation of holy authority over magic—a moving verdict that reality itself seems to obey.   As a Bonus Action, you can imbue your Aura of Protection with overwhelming spellward power, gaining the benefits below for 10 minutes, until you end them (no action required), or you have the Incapacitated condition. Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a level 5 spell slot (no action required).   While Living Interdict is active, your Aura of Protection gains these additional benefits:
  • Spellward Aegis. You and your allies in the aura have Advantage on saving throws against spells.
  • Crushing Edict. The first time on each of its turns that an enemy creature in the aura attempts to cast a spell, it must first make a Wisdom saving throw against your spell save DC. On a failed save, the spell fails, has no effect, and any spell slots or uses spent are wasted.
  • Revealing Flame. Enemies in the aura can’t benefit from the Invisible condition.
  • Shedding Light. While this feature is active, your aura sheds Bright Light in a 30-foot radius and Dim Light 30 feet beyond that, often taking the form of rigid, burning sigils and chains coiling through the air around you.
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