Table of Contents
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Spellcasting
- 1.4 Templarate Domain
- 1.5 Channel Divinity
- 1.6 Corporate Resource Request
- 1.7 Ability Score Improvement
- 1.8 Destroy Undead
- 2 Templarate Domains
- 2.1 Knowledge Domain
- 2.2 Life Domain
- 2.3 Light Domain
- 2.4 Nature Domain
- 2.5 Protection Domain
- 2.6 Trickery Domain
- 2.7 War Domain
Templars are civil servants within a city‐state’s government organization commonly referred to as a “temple,” “bureau,” or “corporation.” Each templar swears obedience to his employer, and absolute fealty to his sorcerer‐king (if they have one). In return, the corporation and/or sorcerer‐king grants them spell power stolen from the elemental planes.
Since the rise of corporate power and their control over the individual city-states, whether indirectly through a Free City’s council or Senate or directly through a Sorcerer King, the Templar has embraced the “corporate” persona. Especially in the free cities, each corporation is like its own sorcerer-king providing its Templarate with their power. Thus, the majority of Templars are either corporate management and/or execs of some level or members of the corporation’s security team (i.e. army).
As a Templar, you gain the following class features.
Hit Dice: 1d8 per Templar level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Templar level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, pistols and sub machine guns
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
|Spell Slots Per level|
|1st||2||Spellcasting, Templarate Domain||3||2||–||–||–||–||–||–||–||–|
|2nd||2||Channel Divinity (1/rest), Templarate Domain feature||3||3||–||–||–||–||–||–||–||–|
|3rd||2||Corporate Resource Request||3||4||2||–||–||–||–||–||–||–|
|4th||2||Ability Score Improvement||4||4||3||–||–||–||–||–||–||–|
|5th||3||Destroy Undead (CR 1/2)||4||4||3||2||–||–||–||–||–||–|
|6th||3||Channel Divinity (2/rest), Templarate Domain feature||4||4||3||3||–||–||–||–||–||–|
|8th||3||Ability Score Improvement, Destroy Undead (CR 1), Templarate Domain feature||4||4||3||3||2||–||–||–||–||–|
|10th||4||Corporate Resource Request Improvement||5||4||3||3||3||2||–||–||–||–|
|11th||4||Destroy Undead (CR 2)||5||4||3||3||3||2||1||–||–||–|
|12th||4||Ability Score Improvement||5||4||3||3||3||2||1||–||–||–|
|14th||5||Destroy Undead (CR 3)||5||4||3||3||3||2||1||1||–||–|
|16th||5||Ability Score Improvement||5||4||3||3||3||2||1||1||1||–|
|17th||6||Destroy Undead (CR 4), Templarate Domain feature||5||4||3||3||3||2||1||1||1||1|
|18th||6||Channel Divinity (3/rest)||5||4||3||3||3||3||1||1||1||1|
|19th||6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
|20th||6||Corporate Resource Request Improvement||5||4||3||3||3||3||2||2||1||1|
As a conduit for divine power, you can cast cleric spells.
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table above.
Preparing and Casting Spells
The table above 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.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Charisma modifier + your level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Templar, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Charisma is your spellcasting ability for your spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric 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
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use your corporation’s Access Badge as a spellcasting focus for your spells. Every Templar receives a corporate badge that is the sign of their rank and station as a Templar within their corporation’s Templarate. The design of the badge is unique to each corporation, but is usually their access card/badge for their company (awesome lanyard optional). The badge serves as your spellcasting focus, and also allows you to use the spell‐like powers arcane mark, purify food and drink, and WiFi Link (the psionic power detailed here) a combined total of times equal to 3 + your Cha modifier. These spell‐like powers do not count against your total of spells per day and in the case of WiFi link, no psionic ability or power points are needed.
Choose one domain associated with your Templarate. Your Templarate is based on the corporation you work for. There are thousands of corporations, but each corporation’s Templarate Domain is based on the city their headquarters is located. Each city has the option to choose from these seven Domains: Life, Light, Nature, Trickery, War, Protection, and Knowledge. Here are the domains by city-state.
|City-State/Monarch (if “None”, then it’s a Free-City)||Available Domains (pick 1)|
|Balic / None||Light, War, Protection|
|Draj / Atzetuk||War, Protection, Trickery|
|Gulg / None||Life, Nature, Light|
|Nibenay / Nibenay||Knowledge, War, Trickery|
|Raam / None||Light, Nature, Tempest|
|Tyr / None||Light, Knowledge, Protection|
|New Urik / None||War, Protection, Tempest|
The domains are described at the end of the class description. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
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 cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Corporate Resource Request
At level 3, you can use your badge to allocate resources. These resources are only in physical items (i.e. no liquid, cash resources, just items) such as computers, transportation, weapons, etc. You can allocate up to your class level x 1000 in Calories worth of items. Or if you want to allocate weapons, armor, or other combat-oriented gear, you still get the amount in Calories per level but you have the opportunity to gain psionic or super-science enhancements (same as magic abilities on items), but you must roll a Persuasion at DC 20. For every 5 you go over you can gain a weapon or armor (one roll counts for one item) with an additional +1. Rolling at or above DC 20 gains you a +1 weapon or item. For non-weapon or armor items, there is still a Diplomacy roll, but the TN and what you gain is at the GM’s discretion.
At level 10, the amount in Calories you can request raises from x1000 to x10k and when allocating weapons or armor, the DC 20 starts you at a +2 weapon or armor with each 5 over adding +1 to the bonus of the weapon or armor.
At level 20, the amount increases again from x10k to x100k and when allocating weapons or armor, the DC 20 starts you at a +3 weapon or gives you an opportunity to roll for a major magic item.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in table below.
|Templar Level||Destroys Undead of CR…|
|5th||1/2 or lower|
|8th||1 or lower|
|11th||2 or lower|
|14th||3 or lower|
|17th||4 or lower|
As mentioned above, each corporation has its own domain, but normally pull from the domains associated with each city-state. Once you’ve chosen your city-state, consult the domains below to so see their Domain spells and Features.
Several corporations value learning and understanding of their employees above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some corporations hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Some corporations promote the practical knowledge of technology, innovation and invention.
Knowledge Domain Spells
|5th||nondetection, speak with the dead|
|7th||arcane eye, confusion|
|9th||legend lore, scrying|
Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past
Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The corporations who have the Life Domain promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. The are usually the corporations (for profit or non-profit) that run hospitals and medical centers for research.
Life Domain Spells
|1st||bless, cure wounds|
|3rd||lesser restoration, spiritual weapon|
|5th||beacon of hope, revivify|
|7th||death ward, guardian of faith|
|9th||mass cure wounds, raise dead|
When you choose this domain at 1st level, you gain proficiency in the skill Medicine, if you’ve not taken it already. If you have, choose one other Intelligence or Wisdom skill.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Templar level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Corporations that use the Light Domain promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun.
Light Domain Spells
|1st||burning hands, faerie fire|
|3rd||flaming sphere, scorching ray|
|7th||guardian of faith, wall of fire|
|9th||flame strike, scrying|
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Templar level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Starting at 8th level, you add your Charisma modifier to the damage you deal with any cleric cantrip.
Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
The corporations that have the Nature Domain are usually in biotech research. Companies like Konsoti and Nicos Produce would be examples of corporations that have the Nature Domain.
Nature Domain Spells
|1st||animal friendship, speak with animals|
|3rd||barksin, spike growth|
|5th||plant growth, wind wall|
|7th||dominate beast, grasping vine|
|9th||insect plague, tree stride|
Acolyte of Nature
At 1st level, you learn one druid cantrip of your choice. Also, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your Templarate. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of Nature
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Corporations with the Protection Domain specialize in providing security services, either physical, as in security guards/forces, or digital, as in cybersecurity.
Protection Domain Spells
|3rd||protection from energy, warding bond|
|5th||wall of force, anitlife shell|
|7th||globe of invulnerability, forcecage|
|9th||antimagic field, prismatic wall|
When you choose this domain at 1st level, you gain the Resistance cantrip if you don’t already know it.
Also at level 1, you receive a +1 bonus to all saving throws. This bonus increase by 1 for every five Templar levels you gain.
Channel Divinity: Resistance
Starting at 2nd level, you can use your Channel Divinity to grant him your Constant Aegis bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute.
Starting at 6th level, when you or a creature within 30 feet of you takes any damage, you can use your reaction to grant a temporary hit point shield equal to 1/4 your current HP (minimum 10 HP). Any damage they take comes from that shield first. Once the shield reaches 0 HP, the target takes any further damage normally. You can use this 3 times a day plus your Charisma modifier. Once depleted, you regain all uses after a short rest.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. Not only do you cause the extra damage to your target, whatever that extra damage is (damage from the 1d8 extra damage dice only), it is transferred to you as temporary HP. The temporary HP last a number of rounds equal to 1/2 your Templar level + your Charisma modifier. When you reach 14th level, the extra damage increases to 2d8 and the duration doubles.
Aura of Protection
At 17th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your Templar level. You and your allies within this aura gain a +5 deflection bonus to AC and resistance 10 against all elements (acid, cold, electricity, fire, and sonic).
Corporations that have the Trickery Domain are usually marketing or advertising firms specializing in duping…er…convincing suckers…er…consumers into buy things that they absolutely
don’t need but they’ll sell them anyway need and can’t live without.
Trickery Domain Spells
|1st||charm person, disguise self|
|3rd||mirror image, pass without trace|
|5th||blink, dispel magic|
|7th||dimension door, polymorph|
|9th||dominate person, modifiy memory|
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Channel Divinity: Cloak of Shadows
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you can create up to four duplicatesof yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the corporations with War Domains hope to provide the tools necessary to make killing your enemies an efficient and pleasant experience.
War Domain Spells
|1st||divine favor, shield of fath|
|3rd||magic weapon, spiritual weapon|
|5th||crusader’s mantle, spirit guardians|
|7th||freedom of movement, stoneskin|
|9th||flame strike, hold monster|
At 1st level, you gain proficiency with martial weapons and heavy armor.
From 1st level, your Templarate delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike
Starting at 2nd level, 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.
Channel Divinity: Guided Strike, Other
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Battle
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.