Templar

**Restriction:** Human
*For more information, see Templar Order.*

The military arm of the Ministry, templars serve as guardians of the Institute of Magic, hunters of apostates and maleficists, and rarely, as a standing army at the command of the Matron. Through ingestion of carefully prepared lucenium, templars gain resistance to magic, including the ability to interrupt spells. Though the Ministry controls the lucenium trade, those with the right connections can acquire enough to emulate the abilities of these vigilant warriors.

## Class Features

As a templar, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per templar level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per templar level after 1st

##### Proficiencies

* **Armor:** All armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Wisdom, Charisma
* **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) Chain mail or b) plate mail
* (a) a martial weapon and shield or b) a two-handed weapon
* (a) a priest's pack or (b) an explorer's pack
* A lucenium kit and 8 vials of lucenium

### Lucenium Addiction

Lucenium is both the templar's source of power and the leash by which they are bound to the Ministry. Almost every day since you first took your vows as a full Knight of the Templar Order, you have ingested some amount of lucenium. There are six stages of your lucenium addiction: **Full, Sated, Distracted, Craving, Desperate, Maddening.** You regress from one stage of your lucenium addiction every long rest, and suffer worse and worse effects as you continue.

Consuming a vial of lucenium restores you automatically to the **Full** stage, and you must regularly replenish your supply of lucenium, either by returning to the Institute or some other means. By default, your lucenium kit contains eight vials. At the **Desperate** and **Maddening** stages, your body undergoes **lucenium withdrawal**. If you are able to survive two weeks of lucenium withdrawal, your addiction is broken, but you lose access to this class.

#### Stages of Lucenium Addiction

* **Full -** Passive Perception +1, Initiative +1, Spell Save DC+1. You feel alert and empowered.
* **Sated -** No effects, you feel healthy and normal.
* **Distracted -** Passive Perception -1. You're a little bit distracted by your need for lucenium.
* **Craving -** Passive Perception -1, AC -1. Your addiction has begun to impede your ability to fight.
* **Desperate -** Passive Perception -1, AC -1. Every day you wake up Desperate, roll a Wisdom saving throw. On a fail, you are exhausted. Satisfying your addiction is now your number one priority.
* **Maddening -** Passive Perception -2, AC -2, You are exhausted, and suffer -1 to all ability scores. You would kill and eat anyone you know for a chance at getting some lucenium.

At **Desperate** and below, you no longer regain spell slots on a long rest. At the **Desperate** and **Maddening** stages, you gain the ability to detect the presence of any lucenium in a 60 foot radius.

### Magic Sense

The regular ingestion of lucenium has attuned you to the sensation of magical presence. As an action, you can open your awareness to detect such energies. Until the end of your next turn, you know the location of any extant magical effect or enchanted item in a 60 foot range. You can use this feature once per short or long rest. This feature is restored every time you use Lucenium Surge.

### Nullify

As a Templar, you are resistant to the effects of hostile magic. While at a Lucenium Addiction level of Full or Sated, you gain +2 to any saving throw made against a hostile spell. At Distracted or Craving, this bonus is only +1. You do not get this bonus at Desperate or Maddening.

### Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

### Templar Spellcasting

By 2nd level, you have learned how to channel the power of the lucenium in your veins to produce effects similar to magic.

#### Preparing and Casting Spells

The Templar table shows how many spell slots you have to cast your spells. To cast one of your templar spells of 1st level or higher, 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 templar spells that are available for you to cast, choosing from the templar spell list. When you do so, choose a number of templar spells equal to your Charisma modifier + half your templar level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level templar, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. 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 templar spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

#### Spellcasting Ability

Charisma is your spellcasting ability for your templar spells, since their power derives from the strength of your convictions. 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 templar 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

### Lucenium Surge

As a bonus action you can expend some of your body's lucenium to replenish your spell slots. Doing so increases your Addiction level by the highest number spell slot you have. For example, a 3rd-level Templar has access to 1st-level spells, and thus would increase their Addiction by 1. A 10th-level Templar has access to 3rd-level spells, and thus would increase their Addiction by 3.

You regain one of your highest level spell slots. If all of your highest level slots are filled, you regain one of the next highest spent slot.

### Holy Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an abomination or a demon, to a maximum of 6d8.

### Channel Ability

At 3rd level, you gain the following two Channel Ability options. When you use your Channel Ability, you choose which option to use. You must then finish a short or long rest to use your Channel Ability again.

**Sacred Weapon.** As an action, you can imbue one weapon that you are holding with radiant energy, using your Channel Ability. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

**Seal Magic.** As an action, you prevent a foe from casting magic. Choose one creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.

### 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.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

### Silence Strike

Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack, you can force them to make a Wisdom saving throw. On a failed save, they become deafened and are unable to speak until the end of its next turn.

You can use this ability a number of times equal to your Charisma modifier (A minimum of 1). You regain all expended uses when you complete a long rest.

### Weathered Soul

Starting at 9th level, your dependence on lucenium has become an old, familiar, friend. You can take two long rests between moving from each stage of your Lucenium Addiction. This does not effect the costs of using Lucenium Surge. At 14th level, you can go three long rests between suffering an increase in Addiction level.

**Note**: this will make it harder to shake your addiction.

### Mental Fortress

Starting at 10th level, you cannot be charmed, frightened, or possessed by a magical effect.

### Improved Holy Smite

By 11th level, you now instinctually wield the power of lucenium, driving all of your melee weapon strikes to carry more power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

### Lucenium Conduit

Beginning at 13th level, you are so accustomed to being suffused with the power of lucenium that the benefits of being Full increase to +2 to AC, Passive Perception, Initiative, and Spell Save DC. At 19th level, this increases to +3 to AC, Passive Perception, Initiative, and Spell Save DC.

### Arcane Renewal

Starting at 15th level, once per turn when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell, you regain a number of hit points equal to 5 x the spell’s level.

### Hero of the Mundane

At 20th level, you have become the ultimate shield against magic. As an action, you summon forth great radiant power into your body, causing your eyes to glow brightly and radiant mist to emanate from you, this transformation lasts for 1 minute. While transformed in this way, you gain the following benefits:

* You may cast Counterspell as a 3rd level spell without expending any spell slots or material components.
* You automatically succeed on saving throws against spells or magical effects.
* Hostile creatures within 30 feet of you cannot turn invisible.