Templar of the Five Winds (5e Class)
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- 1 Templar of the Five Winds
- 1.1 Creating a Templar of the Five Winds
- 1.2 Class Features
- 1.2.1 Table: The Templar of the Five Winds
- 1.2.2 Fighting Style
- 1.2.3 Meditation
- 1.2.4 Spellcasting
- 1.2.5 Divine element
- 1.2.6 Ability Score Increase
- 1.2.7 Divine Weapon
- 1.2.8 Untouchable Body
- 1.2.9 Blessed by Your God
- 1.2.10 Divine Strike
- 1.2.11 Meeting Another Deity
- 1.2.12 Gods Immunities
- 1.2.13 God's Wisdom
- 1.2.14 Evocation of Divinity
- 2 Templar of the Sun
- 3 Templar of the Electricity
- 4 Templar of the Nature
- 5 Templar of the Moon
- 6 Templar of the Death
Templar of the Five Winds
|"Religious army with elemental power"|
A man meditating at the desert was aborted by a group of criminals, without a movement he avoid all the attempts to kill him, standing up and looking at all the bandits, he rise his hands and the sunshine melts even the gold pieces at pouch. He follow with his travel and preach the words of his own divinity.
At the start of all, the gods powers was sent to the humans, the five elements that gods had distributed was the Sun, Electricity, Nature, Moon, at last we have the Death
Creating a Templar of the Five Winds
- Quick Build
You can make a Templar of the Five Winds quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom.second, choose the Acolyte background.
As a Templar of the Five Winds you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Templar of the Five Winds level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Templar of the Five Winds level after 1st
Armor: All armors, shields.
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Religion, Perception, History, Arcanism and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Two Handaxes or (b) Light Crossbow and 10 Bolts
- (a) Any Martial Weapon and Shield or (b) Two Simple Weapons
- If you are using starting wealth, you have 3d4 X 10 in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Fighting Style, Meditation||0||—||—||—||—||—|
|2nd||+2||Spellcasting, Divine Element||3||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||—||—||—|
|10th||+4||Blessed by Your God||5||4||3||2||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||—||—|
|14th||+5||Meeting Another Deity||5||4||3||3||1||—|
|16th||+5||Ability Score Improvement||5||4||3||3||2||—|
|19th||+6||Ability Score Improvement||6||4||3||3||3||2|
|20th||+6||Evocation of Divinity||6||4||3||3||3||2|
At the first level you can choose if you will fight like a wise caster or a strong warrior. You can choose between Defense, Protection, Blessed, Cunning caster or Agressive Caster
While you are wearing armor or shield, you gain a +1 bonus to AC.
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.
When you make an attack, you never can roll 1 but every time you roll 20 you need to roll a d6 and if you roll 1 at the d6 you will not crit
- Cunning Caster
You can roll with advantage every time you try to cast any spell
- Agressive Caster
Every time you crit a spell the damage becomes two times the maximum damage
At the 1st level, you have been taught how to connect directly with your god, and it makes you sleep less than a normal person, now you need to sleep only four hours and it counts as a long rest.
All your connection with the gods makes you able to cast some spells, the list will be in accord with the kind of templar that you are. To cast any spell you use the wisdom modifier. You know all spells at your list, but you can load only a number of spells equal to you wisdom modifier + your proficiency. Every day when you awake (and pray for your gods) or stop meditating, the list of spells that you can use changes and the amount of spells that you can use reload.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spells titled "Magna" can only be used once a day
This class can use all the clerics and paladins spells and cantrips that mention your attribute, if the DM allows it.
At the 2nd level, you will choose the kind of powers that characterize all your spells. You can choose the domain of Sun, Electricity, Nature, Moon or the Death. At the 2nd, 5th, 7 and 10 level your power will be increased. All of them explained at the end of the class
Ability Score Increase
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.
At the 5th level, you becomes able to cast a weapon of energy, that takes 1 bonus action. The damage depend directly to the type of templar you are. You can cast any weapon, the damage becomes 1d8 and it rises to 2d8 at the 9th level, 3d8 at the 13th level, 4d8 at the 17th level, 5d8 at the 20th level.
If you are holding this weapon, at the 6th level, as a reaction you can try to defend your self, your opponent needs to be in a visible area within 5 feet of you, he must perform a dexterity check and overcome your DC (8 + proficiency bonus + dexterity modifier), if he fail you take no damage, you can do this a number of times equal to your proficiency bonus.
The Divine Weapon Effects can be used a number of times equal to your wisdom modifier after this you need a long rest,
|Sun||Fire||The opponent becomes vulnerable to fire attacks and takes 1d4 additional damage for flames.|
|Sun||Radiant||When attacking an undead of a quarter or less than its level it is automatically eliminated.|
|Eletricity||Lightning||After receiving an attack the target is encased in a current of energy, if the opponent moves, it will take 1d6 damage.|
|Eletricity||Thunder||When hitting an opponent with the weapon, he must make a strength saving throw, DC 8 + proficiency bonus + wisdom modifier, or will be pushed back 15 feet.|
|Nature||Poison||When hitting an opponent with the weapon, he must make a Constituction saving throw, DC 8 + proficiency bonus + wisdom modifier, or will be paralyzed for 1d6 turns.|
|Nature||Force||If you hit the attack with the divine weapon, the damage will be increased to d10 instead of d8|
|Moon||Cold||When hitting an opponent with the weapon, he must make a Dexterity saving throw, DC 8 + proficiency bonus + wisdom modifier. If he fails wil be able to do only one action, attack ou move, cannot use reaction, bonus action or cast any spell. The duration of effect is 1d12 turns.|
|Death||Psychic||When hitting an opponent with the weapon, he must make a Intelligence saving throw, DC 8 + proficiency bonus + wisdom modifier. if he fails will not be able to cast any spell and get frightened for 1d4 turns|
|Death||Necrotic||Whenever you hit an attack with this weapon you will steal your opponent's life equal to half of your wisdom modifier (rounded down).|
|Death||Acid||When attacking an opponent with the weapon, an acid jumps from her to a creature up to 15 feet away and deals damage equal to that of the weapon.
At the 7th level, you are accustomed to meditate and can feel everything that approaching less than 60 ft of you. When something approaching more then 30 ft during your meditation, it takes 1d6 Necrotic, Cold, Radiant or Poison (according to your type of templar) damage for every 5 ft it move. The damage becomes 1d8 at the 11th, it rises to 1d10 at the 15th level and 1d12 at the 19th level.
Blessed by Your God
Starting at 10th Level the might of your faith allows you to transcend bodily obstacles. You gain advantage in Strength checks equal times your Wisdom modifier, regaining all uses after completing a long rest.
At the 11th level, every time the templar make a melee attack the target make a Wisdom saving throw (10 + proficiency bonus + Wisdom modifier), and, if it fail, will suffer 3d8 damage, the type can be choose according with the templar type.
Meeting Another Deity
At the 14th level, you have found another god, and he gives you a little sample of his power. Now you can choose another Templar type, and you gain two spells of every level (except by the 5th level) from this templar type, you will be able to cast this spells one time every day and regain all the casts after a long rest or meditation. You gain this feature again at 18th level, however you may only gain either the 3rd god's resistance and a 5th level spell, or 5 total spells and/or cantrips from the spell list.
At the 15th level, your initial god gives you immunity to his elements, and your secondary god give you resistance to one of his elements.
Beginning at 18th level, if your total for a Wisdom check is less than your Wisdom score, you can use that score in place of the total.
Evocation of Divinity
During a number of turns equal to half the wisdom modifier rounded up, you don't need to roll any spell hit dice, all are considered critical. Any damage taken becomes half and any damage you have resistance or immunity will heal you.
Templar of the Sun
You learned that the power of the sun can purify everything and Pelor becomes your central divinity. The spells and cantrips, useds by you, are a way to honor your god, your spells damage are Radiant and Fire.
Templar of the Electricity
In a moment of your life you start to think that energy is life, everyday and every night the thing that always you can see and listen are the Lightnings and Thunders sent by Kord, and it will be what caracterize your spells.
Templar of the Nature
Thinking about the life, you know that everything need only the fauna and flora, Melora show to you that the humanity becomes a Poison and a kind of Force that destroy anything. The Poison an the arcane Force caracterize your spells.
Templar of the Moon
Looking to the skies, you see the moon the only one that can grant the life, the Cold night show you a lot of secrets, between them, the skin of your goddess Sehanine, her beauty and lovely voice that seduces any human are a rotine to you. Your spells are caraterize as Cold and Cozy.
Templar of the Death
You learned that the death isn't the end of all, you have become attached to sources of power from a rare location, the "other side". The Queen of Crows showed you that all can be undone and even the deads are not this way to forever. Your spells are Acids Psychic and Necrotics.
Prerequisites. To qualify for multiclassing into the Templar of the Five Winds class, you must meet these prerequisites: Worship a divinity connected to the domains, 13 of Strength and Wisdom
Proficiencies. When you multiclass into the Templar of the Five Winds class, you gain the following proficiencies: All Weapons, Light and Medium Armors