Templar (Specialisation)

Not to be confused with the list for the Templar Skirmisher, the rogue version of this ability list.

You are part of the Templar Order, that shining beacon of protection against the dangerous magics of the world.  You take lyrium, doses of which are carefully measured out by the Chantry, where you typically must return every 10 days to get your next set of doses.  24 hours after your last dose of lyrium, you must take another, or else be unable to use any of the talents in this tree, and suffer other side effects.  See Lyrium Withdrawal for more.

## Tier One

### Blessed Blades

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: Up to 1 minute*

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you use this talent with a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

### Detect Magic (Talent)

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 10 minutes*

*Requirements: A suitable lyrium imbued amulet*

For the duration, you use your amulet, and your natural senses to uncover presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

### Shield of Faith

*Time: 1 bonus action*

*Range: 60 feet*

*Duration: Concentration, up to 10 minutes*

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

### Searing Smite

*Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

### Thunderous Smite

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

### Protection from Evil

*Casting Time: 1 action*

*Range: Touch*

*Duration: Concentration, up to 10 minutes*

Until the spell ends, one willing creature you touch is protected against certain types of creatures: undead, abominations, spirits and demons. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

## Tier Two

### Aid

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: 8 hours*

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you you use this talent with a stamina slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

### Champions of the Just

*Casting Time: 1 action*

*Range: Self, 30ft radius*

*Duration: Up to 1 minute*

For the duration, you and up to three of your allies have a +2 attack bonus against all demons within range.  Additionally, they no longer suffer opportunity attacks when moving out of range, so long as they stay within the range of the talent's area. At Higher Levels: When you you use this talent with a stamina slot of 3rd level or higher, you can target one additional ally for each slot level above 2nd.

### Prayer of Healing

*Casting Time: 10 minutes*

*Range: 30 feet*

*Duration: Instantaneous*

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your combat ability modifier. This ability has no effect on undead or constructs. *At Higher Levels:* When you use this ability using a slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

## Tier Three

### Counterspell (Talent)

*Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell*

*Range: 60 feet*

*Duration: Instantaneous*

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability or equivalent. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you use this talent with a slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the slot you used.

### Spell Purge

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability or equivalent. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you use this talent with a slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the stamina slot you used.

### Blinding Smite

*Casting Time: 1 bonus action*

*Range: Self*

*Components: V*

*Duration: Concentration, up to 1 minute*

The next time you hit a creature with a melee weapon attack during this talent’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the talent ends. A creature blinded by this talent makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

### Maker's Will

*Casting Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the talent ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

### Dispel Magic

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your combat ability modifier. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels: When you use this talent using a slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

## Tier Four

### Banishment

*Casting Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 1 minute*

You attempt to send one demon that you can see within range back to the Fade. The target must succeed on a Charisma saving throw or be banished.  If the target demon is inside a living host, as in the case of an Abomination, this talent may also kill the host. If the talent ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you use this talent with a slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

### Staggering Smite

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

The next time you hit a creature with a melee weapon attack during this ability’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

## Tier Five

### Dispel Evil and Good

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

Shimmering holy energy surrounds and protects you from demons, spirits, wisps, undead and anything originating from the Fade. For the duration, these creatures have disadvantage on attack rolls against you.

You can end the ability early by using either of the following special functions.

* **Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a spirit or demon. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
* **Dismissal.** As your action, make a melee spell attack against a spirit, demon or undead you can reach. On a hit, you attempt to drive the creature back to the Fade. The creature must succeed on a Charisma saving throw or be sent back to its home plane.

### Banishing Smite

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

The next time you hit a creature of the Fade with a weapon attack before this talent ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it back to the Fade. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

### The Last Sacrifice

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Instantaneous, up to 1 minute*

You inspire your comrades with your righteous struggle. Should you cast this spell and then fall within the one minute time limit, your companions gain +2 to their AC for the same duration.