Templar Marksmen (5e Subclass)

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Templar Marksman[edit]

Roguish Archetype

The Templar Marksman are rogues who devote their honed accuracy and sharped reflexes to the cause of a monastery or temple. These rogues are sent to eliminate the enemies of their gods from great distances, and due to their diligent service are rewarded with some divine power.

Holy Acolyte

Starting at 3rd level, you have basic knowledge of religion. You learn the guidance and resistance cantrips. You also learn two 1st level spells from the cleric's spell list, which you can cast each once, regaining the ability to do so after finishing a short or a long rest.

In addition, you gain proficiency in Religion.

Radiant Arrows

Also at 3rd level, if you haven't dealt your sneak attack damage on your turn yet, you can imbue the ammunition of a ranged weapon using your reaction with holy light. On a hit, you cause the additional damage of your Sneak Attack damage, regardless of meeting any condition for the Sneak Attack.

In addition, the attack deals radiant damage, instead of the normal damage for that attack, and you can add your Wisdom modifier to the damage.

Divine Assistance

Starting at 9th level, you can use your Cunning Action to cast guidance and resistance as a bonus action. In addition, you can use guidance or resistance to target a creature you can see within 30 feet of you.

Moreover, you can choose two 2nd-level spells from the cleric list. You can cast each of these spells once, regaining the ability to do so after a short or a long rest.

Holy Hunter

At 13th level, you add twice your proficiency bonus on Survival and Religion checks, if you haven't already. In addition, you can cast detect evil and good at will, without spending spell slots.

Celestial Guidance

At 17th level, choose two spells of 3rd-level from the cleric's list. You can cast each of these spells once, regaining the ability to do so after finishing a long rest.

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