Paladin: Oath of the Templar

The Templar Order are ones who take an oath to seek out extra-planar threats such as demons and those who use destructive magics without restraint, and put a leash on both. Templars go through a process that mutate their bodies using a resource known as Raw Mana; many don't survive this process but those who do are granted magical abilities to combat these threats. Warriors who specialize in the Templar discipline empower not only themselves, but those around them, making every battle a little easier. Whether dispelling hostile magic or inspiring your comrades, this discipline puts an emphasis on supporting the party.

Oath Spells

You gain oath spells at the paladin levels listed.  
Paladin Level Spells
3rd Detect Magic, Absorb Elements
5th Hold Person, Warding Bond
9th Counterspell, Dispel Magic
13th Banishment, Resilient Sphere
17th Circle of Power, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spell Reflection. As a reaction to a creature casting a spell, if the spell's level is equal to or less than one third your paladin level (minimum of 1), you can use your channel divinity to now control the spell and can target any creature or area allowed by the spell as if it was casted by you. If the spell requires concentration, you will maintain concentration as if you casted the spell. You use your spell attack modifier and save DC as if you casted the spell.
Spell Purge. As an action, you can unleash a blast on anti-magic energy around you, using your Channel Divinity. All creatures you choose within 30 ft. who are currently concentrating on a spell must immediately make a concentration check against your spell save DC. Creatures who fail this save have disadvantage on concentration checks for 1 minute. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Aura of Magic Resistance

Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on saving throws against spells and other magical effects while you are conscious.
At 18th level, the range of this aura increases to 30 feet.

Arcane Renewal

Beginning at 15th level, once per turn when you cause a spell to end by using Counterspell, Dispell Magic, Channel Divinity, or interrupt a hostile creatures concentration on a spell, you or an ally you choose within 30 ft. gains temporary hitpoints equal to 5 x the spell's level.

Zeal

At 20th level, your presence interrupts the magic around you. As an action you can become an avatar of anti-magic, gaining the following benefits for 1 minute:
  • When a hostile creature within 60 ft. of you that you can see tries to cast a spell who's level is equal to or less than one third your paladin level, you can use your reaction to force the creature to make a Wisdom saving throw. On a failure, the spell fails to cast.
  • You and your allies within 30 ft. of you have resistance to damage from spells and other magical effects.
  • As a reaction to a hostile creature within 60 ft. making a concentration check, you may impose disadvantage on the roll.

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