Templar (3.5e Class)

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Steadfast, honest, Faithful, and few. These Elite Paladins serve their deity's whim to the letter serving only second to the King and Church. They are brutal in combat, and often calm gentle souls out of combat.


Templars are renowned throughout ages of Knights and Paladins. Just like Paladins and Knights, Templars can be under any Deity and be any race. They, however, are Faithful until they last draw breath. They live with steadfast actions and devotion to their deity. They are known throughout history as not only Defenders of their Deity, but of their people and country as well. When they are in combat, they are harsh and will win by any means. Whether it be by their defense, or organized, brutal, and tactful offense.

Making a Templar[edit]

Templars are the favored knights of their god, defending the faith more effectively than a steel wall. A few templars placed at the entrance to a place of worship is enough to keep most dragons out.

Abilities: Strength, wisdom, and slight Wisdom and Intelligence.

Races: Humans are most common, there have also been recorded human born elves joining their ranks.

Alignment: "Any lawful". Templars are steadfast and strong. A templars is as likely to abandon his post, law, or duty as a dragon is to abandon his hoard. There is a certain amount of arrogance as well. A templars is the first and best line of defense for his religion, and he knows it.

Starting Gold: starting gold; 6d4->&times 11;75 gp .

Starting Age: "Simple"


Table: The Templar Hit Die: d10
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 + 0 Seek Foes,Templar's Weapon
2nd +2 +3 +3 + 0 Extend Shield,Bonus feat
3rd +3 +3 +3 + 0 Favored Foe+1
4th +4 +3 +3 + 1 -
5th +5 +4 +4 + 1 Defend Faith 1/day
6th +6/+1 +4 +4 + 1 Wisdom of Templars
7th +7/+2 +5 +5 + 2 Bonus Feat
8th +8/+3 +5 +5 + 2 -
9th +9/+4 +6 +6 + 2 -
10th +10/+5 +6 +6 + 3 Bonus feat,Defend the Faith 2/day
11th +11/+6/+1 +7 +7 + 3 Templar Mount,Favored Foe +2
12th +12/+7/+2 +7 +7 + 3 -
13th +13/+8/+3 +8 +8 + 4 Bonus Feat
14th +14/+9/+4 +8 +8 + 4 Bonus feat
15th +15/+10/+5 +9 +9 + 4 Defend the Faith 3/day
16th +16/+11/+6/+1 +9 +9 + 5 -
17th +17/+12/+7/+2 +10 +10 + 5 -
18th +18/+13/+8/+3 +10 +10 + 5 Favored Foe +3
19th +19/+14/+9/+4 +11 +11 + 6 -
20th +20/+15/+10/+5 +12 +12 + 6 Mobile Defense

Class Skills ( 5 + Int modifier per level, ×4 at 1st level)

Class Skill List: Craft (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Knowledge (Royalty and Nobility) (Int), Knowledge (Religion) (Int), Climb (Str), Concentration (Con), Tumble (Dex), Ride (Dex), Diplomacy (Cha), Bluff (Cha)

Class Features[edit]

All of the following are class features of the Templar

Weapon and Armor Proficiency: Templars are proficient with all simple weapons, as well as the favored weapon of their deity. Templars are proficient with all types of armor, as well as all shields (including tower shields).

Templar's Weapon (Ex): A Templar receives a blessed weapon from their Deity(usually Deity's weapon) that is considered Keen, and Masterwork. This weapon NEVER leaves a Templar's side, as he will do his own routine maintenance on it. Though, to have it improved anymore, the Templar must pray to his Deity and wait for a response or sign or even a person signaling him that they are the one who has divine permission to bestow the Deity's blessing upon it. No one through any means can know about this but the Templar, and the person improving the weapon. These Improvements can only happen twice in a Templar's existence, and improves according to his new found skill (or level) so if he did not improve, nor will his weapon. So, the Templar is prone to using this about halfway through his life span, and somewhere closer to the end of it.

Deity's Protection (Ex): The templar receives a morale bonus to AC (equal to 1/3 class bonus to Fort saves) when defensive fighting, using full defense, or using a shield.

Seek Foes (Su): A templar has the ability to detect the presence of a particular alignment, as the detect spell, at will. What alignment is detected depends on the alignment of the templar’s deity. Good deities grant detect evil. Evil deities grant detect good. Lawful neutral deities grant detect chaos. Chaotic neutral deities grant detect law. True neutral deities grant a single one of these abilities, determined by the DM. Must announce when using, as detect alignment spell.

Extend Shield (Ex): Starting at 2nd level, as a move action, the templars may extend his shield bonus to AC to anyone in an adjacent square. The templar himself receives none of the normal bonus.

Favored Foe (Ex): Starting at 3rd level, the templar gains a +2 bonus on attack rolls, damage rolls, and Sense Motive against a specific alignment. This alignment must be one the templar’s deity is strongly opposed to (such as chaos or evil for a Lawful Good deity). This ability improves to +4 at 11th level and +6 at 18th level.

At 11th level, the templar chooses a second alignment, which he gains a +2 bonus against. At 18th level, this bonus increases to +4.

'Wisdom of the Templars (Ex): The Templar is trained in the sacred ways of their Order. He is a wise advisor and great tactician whom can spread this knowledge ever so slightly to those around him. Grants +2 AC to Allies within 20 feet Conditions: Once per battle, 1d4+Templar level in rounds.

Defend The Faith (Ex): When he needs to, a templar can become a stalwart bastion of defense. When he is defending the faith, a templar gains phenomenal strength and durability, but he cannot move from the spot he is defending.He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus to all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the Templar’s hit points by 2 points per level, but these points go away at the end of the time he is defending the faith, when the Templar’s Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While defending the faith, a templar cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. Defending the faith lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A templar may stop defending the faith voluntarily prior to this limit. At the end of the time he is defending the faith, the templar is winded and takes a –2 penalty to Strength for the duration of that encounter. A templar can only defend the faith a number of times per day as determined by his level (see the accompanying table). Defending the faith takes no time itself, but a templar can only do so during his action. Also, you may not make attacks of opportunity

Bonus Feats (Ex): At 7th and 13th level, the templar may select a bonus feat from the list of fighter bonus feats.

Templar Mount (Ex): A templar at Lv. 11 gains a companion to the end. Templars may not kill their mounts for any reason, it must die in combat or of old age.

'Mobile Defense (Ex): Starting at 14th level, a templar can adjust his position while defending the faith. While defending the faith, he can take one 5-foot step each round without losing the benefit of the stance.


If a Templar defiles his own belief, or is targeted by an enemy Templar faction, the result is usually death. Though there are known Templar exiles, and they seem to have retained all the learnings they had as part of the order. (If you are Denied by your deity, you are stripped of all you were as a Templar. If you are in the right in a dispute between Templars and become exiled, you are considered outcast in the Order but are favored still by your deity.

Epic Templar[edit]

Table: The Epic Templar

Hit Die: d10

Level Special
21st -
22nd Bonus Feat
23rd -
24th Bonus Feat
25th -
26th Bonus Feat, Favored Foe +4
27th -
28th Bonus Feat
29th -
30th Bonus Feat, Favored Foe +5

5 + Int modifier skill points per level.

Human Templar Starting Package[edit]

Equipment: Chainmail, Robe adorned with Deity's Symbol, Whetstones, x2 Rations, Wet-skin x2, Peasant's outfit, Holy Symbol(Silver), Light Steel Shield.

Weapons: Choose one: bastard sword, Long Sword, Great Sword, Lance, Spear, Deity's Weapon

Stats Example: str:14,dex:12,con:16,wis:16 int 12, char:11.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
knowledge 6 1
Listen 3 2
Hide 3 1
Ride 3 1
Tumble 3 1

Feat: Combat Expertice.

Bonus Feats: Combat Reflexes, Improved Initiative

Gear: Deity's Weapon, chain mail, Robe adorned with Deity's Symbol, Light Steel Shield

Gold: 240 gp.

Campaign Information[edit]

Playing a Templar[edit]

Religion: Can worship any Deity or Higher power, and will have an alignment as suited to the Deity.

Other Classes: The Templars make allies often with commoner heroes because they either see them as friends, as expendable resources, or as black and white enemies or allies in their sacred agenda. Outsiders admire them, enemies will soon learn to fear them.

Combat: Defense, Offense, or Support.

Advancement: None, Templars have no need, or want to Advance.

Templars in the World[edit]

Sinners alike, repent or go with your god.

Templars in the world Because Templars are usually hidden in society they can exist in any d20 world. They can also exist in the open, often confused with Paladins.

Other Classes Templars make bonds with others well, older more battle-weathered Templars find Allies a risk. (Due to past experiences with attempts on life etc..)

Daily Life: Out on a low-profile mission, keeping hidden until needed, or praying.

Notables: Templar Eldon.

Organizations: Members of the Knights Templar are all Allies of the same cause. Though, there are very few of them, all know of their Legend... Though none know that they all are brethren and have safe-havens throughout any countryside. Most Templars are feared, or revered to the point of being hunted. Only Arch-Paladins, and other high ranking church members know of their locations, habits, and most important of all: their identities.

NPC Reactions: Superficial beholders usually react with fear or admiration depending on how heretical they are.

Templar Lore[edit]

Characters with ranks in knowledge world lore can research Templars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

knowledge (world lore)
DC Result
5 A warrior organization.
10 Some sort of noble warriors liking horses.
15 They are an army of knights with illusions of grandeur.
20 They are remains of a long lost and glorified Empire!.

Templars in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: protector, fierce warrior, mediator. Sample Encounter:

EL 6:

You walk onto a battlefield
You see warriors, of all kinds
One man sticks out as he bears the symbol of a deity.
He rides in on a horse that responds perfectly to him.
As he rides in, taking down one foe at a time whether be his horse his sword or himself
His allies moral increases, his fellow Paladins and Knights.
For his unique sword, His unique mount, and his swift action seal him as templar.
His stern, cold blue eyes sit cold to his foes, and warm to those otherwise.

This is Angelos, Templar of Bahamut.

Dragon Age Inspired Variant[edit]

In Dragon Age Templars excel against magic users. Listed below are some changes to the class that try to keep true to the Templars of both the DA and D&D worlds.

Class Features Lost:

Favored Foe, Extend Shield, Defend the Faith, Mobile Defense, and Wisdom of Templars.

Class Features Gained:

Templar Armor, The Will of a Templar, Mental Fortress, and Dispelling Blade

-Templar Armor- Granted at level 1. Templar armor is any armor worn by a Templar that has certain runes etched into it. It is this combination of the runes and the wielder's faith that grants a 5% per Templar level of spell failure to any hostile spell that attempts to affect the Templar.

-The Will of a Templar- Granted at level 2. The Templar gains a +5 bonus to Will saves. This increases to +10 at level 7 and to +15 at level 12.

-Mental Fortress- The Templar is granted the effect of the Mind Blank spell permanently.

-Dispelling Blade- Granted at level 9. The Templar can channel their faith into their Deities' Weapon. This can be used to either remove all enchantments on the target of an attack if they fail a Will save equal to 10 + STR + Templar level /2 or it can be used as an immediate interrupt to negate an incoming spell. This can be used a number of times per day equal to the Templar level /3.

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