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Fighter Martial

Archetype: Templar

Created by
Mage Tower Creations
Steven M. Ross
steve@magetowercreations.com

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Know Thy Enemy
When you choose this archetype at
3rd level you gain proficiency in the
Intelligence (Arcana) skill if you don’t
already have it.
Additionally, you gain the ability
to detect magic wielding creatures. As an
action, you can open your awareness to
detect magic users. Until the end of your
next turn, you know the location of any
creature with the Spellcasting or Innate
Spellcasting trait within 60 feet of you.
Within the same radius, you also detect
the presence of any place or object that
bears magic. If when you use this ability
you can see a creature with the
Fighter Martial Spellcasting or Innate Spellcasting trait,
Archetype - Templar you can mark them. For the next 24 hours
you have advantage on any Wisdom
It takes incredible focus to wield (Perception) or Wisdom (Survival) check
magic, but even greater will to withstand you make to locate or track the marked
it. Templar’s are protectors of the common creature. You may only mark one creature
folk, their mandate is the restriction and per use of this ability.
containment of magic users for the safety This ability can penetrate most
of the populace. Typically, this mean barriers, but it is blocked by 1 foot of
tracking down arcane magic users - vile stone, 1 inch of common metal, a thin
sorcerers, dark warlock, power crazed sheet of lead, or 3 feet of wood or dirt.
wizards - but Templars don’t You can use this feature a number
discriminate, they just as often are sent to of times equal to 1 + your Wisdom
cull the malevolent actions of an evil high modifier. When you finish a long rest, you
priest or genocidal druid. And while the regain all expended uses.
abilities Templars use are not magical in
a traditional sense, they do tend to Spellbane
resemble it. From 3rd level on, when you hit a
At its core being a Templar means creature who has the Spellcasting or
one doesn’t just endure magic but denies Innate Spellcasting trait, your attack does
it; and denies others the use of it. At the an extra 1d6 damage. This damage is of
height of their ability a Templar may the same type as your attack.
simply shrug off most harmful magical
effects and while also suppressing a magic Spellpurge
user’s ability to cast spells. Beginning at 7th level you gain the
It is not a requirement, but most ability to purge an area of hostile magic.
Templars have a deep suspicion or even As an Action you affect a radius out to 30
hatred of magic. This fear often drives feet, centered on you. Any spell of 3rd
their singular focus and effectiveness at level or lower created by a hostile creature
taming those who would abuse cosmic ends. For each spell of 4th level or higher
energies. created by a hostile creature you make a
Wisdom check (you add your proficiency
bonus to this check) against a DC of 10 + Dampen Magic
the spell’s level. On a successful check the Starting at 18th level you radiate a
spell ends. field of energy that absorbs and disrupts
You regain the use of this ability magic. Any hostile creature that starts
after a short rest. their turn within 15 feet of you and is
concentrating on a spell must make a
Drain Mana concentration check, DC 8 + your
Starting at 10th level, once per proficiency bonus + your Wisdom
round when you hit a creature who has modifier. On a failed check they lose
the Spellcasting or Innate Spellcasting concentration.
trait you can limit their magical ability. Additionally, a hostile creature
The creature must make a Concentration within 10 feet of you that attempts to cast
check against a DC equal to 8 + your a spell or use a magical ability must first
proficiency bonus + your Wisdom make a concentration check (same DC as
modifier. On a failed check the creature above). On a failed check the spell slot or
loses a random level spell slot. If the ability used is expended but with no
creature doesn’t have spell slots but can effect.
use a magical ability (or abilities) a
number of times per day, they instead
randomly lose one use (from one ability).
Spell slots and abilities lost from this
feature return as they normally would
after being expended.

Magic Resistance
At 15th level you become inured to
hostile magic. You have advantage on
saving throws against spells.
Furthermore, you have resistance
to damage from spells.

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