Templar

Templar Expanded Spell List

  1. Command, Heroism
  2. Branding Strike, Detect Thoughts
  3. Clairvoyance, Wall of Sand
  4. Compulsion, Guardian of Faith
  5. Dominate Person, Immolation

Sorcerer-King’s Decree
Each Sorcerer-King grants their templar’s a symbol of their authority. This allows the Templar to enforce the laws of their city and gives them access to just about anywhere in their city.

Starting at 1st leveI, your patron bestows upon you the ability to project a fearsome presence of the Sorcerer Kings. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws kneel before the templar and are frightned until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Reward the Obedient
The rewards of Sorcerer-Kings can be just as strong as their wrath.

Starting at 6th level, as an action, the Templar can grant temporary hit points to a target equal to the Templar’s Warlock level. This ability can’t be used again until the target loses these temporary hit points.

Sand Shape
Harnessing their power the Templar can take on the from of sand.

At 10th level the Templar’s body can form into sand, along with any equipment they are carrying. For the next minute the Templar can squeeze into cracks or holes that can accommodate a single grain of sand. Although the Templare can’t interact with most objects, if he/she remains completely still they appear to be nothing but a pile of sand. If the Templar moves he/she has advantage on stealth rolls. This ability can’t be used again until the Templar completes a long rest.

Glare of Oppression
You create a wave of blistering sunlight and mental oppression. It saps your enemies’ will and ability to fight.

At 14th level you make a magical attack within 50 ft. If the attack hits it deals 6d8 + magical ability radiant damage and the target is immobilized. On a miss the target takes half damage and is slowed. This ability can’t be used again until a short or long rest.

Templar

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