Templar of the Five Winds (5e Class)

From D&D Wiki

Jump to: navigation, search

Templar of the Five Winds[edit]

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, Tempest, Nature, Moon, and Death. A templar of the five winds is a chosen warrior from those deities, a worshiper of the five primordial aspects of life, who live to keep balance between them and to protect the world from unnatural beings that oppose the domains of those divinities.

Creating a Templar of the Five Winds[edit]

When creating a templar of the five winds, the first thing you must do is to choose your temple. What temple did you serve? Why have you chosen that temple? Are your temple part of the secular life, or the templars are mostly dedicated to spiritual matters, only embarking in journeys that concern cosmic threats.

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.

Class Features

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

Proficiencies

Armor: All armors, shields
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Religion, Perception, History, Arcana and Survival

Equipment

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.

Table: The Templar of the Five Winds

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Divine Temple, Meditation -
2nd +2 Spellcasting, Fighting Style 2 2
3rd +2 Divine Temple Feature 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Divine Weapon (+2d8) 5 4 2
6th +3 Divine Temple Feature 6 4 2
7th +3 Untouchable Body 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 9 4 3 2
10th +4 God's Blessing 10 4 3 2
11th +4 Divine Weapon (+4d8) 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Divine Temple Feature 12 4 3 3 1
15th +5 Divine Wisdom 12 4 3 3 2
16th +5 Ability Score Improvement 12 4 3 3 2
17th +6 13 4 3 3 3 1
18th +6 Divine Temple Feature 13 4 3 3 3 1
19th +6 Ability Score Improvement 13 4 3 3 3 2
20th +6 Evocation of Divinity 13 4 3 3 3 2

Divine Temple[edit]

Starting at 1st level, you choose to devote your life to serve one of the five divine temples. Your choice grants you features at 1st level and again at 3rd, 6th, 14th and 18th level.

Meditation[edit]

At the 1st level, you have been taught how to connect directly with your god, and it makes you rest differently than most creatures. You meditate 4 hours a day, which gives you the same benefits than a human would after 8 hours of sleep.

Spellcasting[edit]

By 2nd level, you have studied the ways of divine magic to cast spells as a cleric does, trough worship and prayer.

Spells Known of 1st Level and Higher

You know two 1st-level cleric spells of your choice, that you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Master of the Arcane Sword Spellcasting table shows when you learn more cleric spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list.

Spellcasting Ability

Wisdom is your spellcasting ability for your master of the arcane sword spells, since your power derives from your research and study. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a master of the arcane sword spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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.

Sacred Rebuke[edit]

At 2nd level, when you take damage from a creature within 30 feet, you can spend a spell slot using a reaction to unleash divine retribution upon your attacker. That creature take 1d8 damage from your temple's type, plus 1d8 per level of the spell slot spent.

Divine Temple[edit]

Starting at 3rd level, you will choose a temple to devote yourself to. You can choose the temple of the Sun, Tempest, Nature, Moon or Death. You gain features from your chosen temple at 3rd level, and again at 6th, 14th and 18th levels.

Temple Spells

Your temple give you access to a list of spells. When you finish a long rest, you can pray to your god and choose a number of spells from your Temple's list equal to your Wisdom modifier. Until you finish a long rest, those spells are considered known spells for you.

You must spend 1 minute per level of the spell for each spell prepared in that manner, that represent your moment of prayer.

Divine Strike

Also at 3rd level, your temple's god grant you the ability to harness part of his power to unleash a Divine Strike. Whenever you hit a creature with a melee weapon attack, or cause damage from a specific type, depending on your divine strike, you can use your Divine Strike.

The divine strike causes additional damage equal to a number of d6 equal half your Templar level. For example, a 3rd level Templar causes additional 2d6 with the divine strike. The damage type depends on the chosen strike. In addition, each divine strike has an additional effect.

Once you use your Divine Strike feature in either option, you can't use it again until you finish a short or a long rest.

Ability Score Improvement[edit]

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.

Divine Weapon[edit]

At the 5th level, you becomes able to conjure a weapon made of pure divine energy using your bonus action. The divine energy manifest in the form of an element, connected to your god's divine portfolio.

The conjured weapon can take the form of any melee weapon of your choice, but will often appear as the favored weapon of your god. As an Action, you can attack with your Divine Weapon, using either your melee weapon attack or your melee spell attack. On a hit, you cause additional 2d8 damage. The damage type is determined by your chosen temple.

This increases to 4d8 at 11th level.

Untouchable Body[edit]

At the 7th level, your body became protected by your divinity while you meditate. The area within 30 feet of your body is considered difficult terrain to hostile creatures while you meditate, and any hostile creature that moves within the area takes 1d6 damage (from your temple's type) for each 5 feet moved within it.

A hostile creature touching your body or attacking you will break your meditation, but discharge divine energy from your body. The creature, if within range, must succeed on a Wisdom saving throw, or take 3d8 damage from your temple's type.

God's Blessing[edit]

Starting at 10th Level the might of your faith allows you to transcend bodily obstacles. You and any friendly creature within 10 feet gain a bonus equal to your Wisdom modifier to Strength checks and saving throws.

Divine Wisdom[edit]

Beginning at 15th 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[edit]

When you reach the 20th level, you can channel the power of your god trough your body, giving you a touch of divinity using your bonus action. For the next minute, you gain the following benefits:

  • You gain resistance to all damage types, except force.
  • You become immune to all conditions. If you are under the effects of a condition, those effects are suppressed for the duration.
  • You gain a flying speed equal to twice your movement speed and you can hover.
  • Whenever you cast a spell that requires you to roll dice, you can choose the maximum result for that dice, instead of rolling.

Once you use this feature, you can't do it again until you finish a long rest.

Temples[edit]

Templar of the Sun[edit]

You learned that the power of the sun can purify everything and Pelor becomes your central divinity.

Sun Temple Spells
Templar of the Five Winds level Spells
3rd burning hands, faerie fire, guiding bolt, healing word
5th aganazzar’s scorcher, prayer of healing, pyrotechnics, scorching ray
9th crusader's mantle, melf’s minute meteors, fireball, fireball
13th guardian of faith, wall of fire
17th flame strike, wall of light
Temple's Element

The damage types associated to your temple are fire and radiant.

Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as healer cantrips for you, but they don’t count against your number of cantrips known.

Radiance

Starting at 1st level, whenever you cast a spell that creates bright light, such as a daylight spell, the radius of the bright and dim light are doubled, and the spell is treated as one level higher for the purposes of being dispelled or counterspelled.

Divine Strike
Holy Flames. This divine strike causes fire damage, and can be used with spells that cause fire damage. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your templar spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. 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 effect ends. A creature covered by holy flames loses any fire resistance it has.
Radiant Destruction. This divine strike causes radiant damage, and can be used with spells that cause radiant damage. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your templar spell save DC. On a failed save, the target is blinded. On a successful save, the effect ends.
Radiant Blasts

Starting at 6th level, your link to pelor allows you to serve as a conduit for radiant energy. When you cast a spell that deals radiant damage, you add your Wisdom modifier to one radiant or fire damage roll of that spell against one of its targets.

Positive Energy Burst

Starting at 14th level, you can cast sunbeam once, without spending a spell slot. When you cast sunbeam using this feature, you don't target allied creatures and all undead creatures within the area take maximum damage for this spell.

Supreme Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Templar of the Tempest[edit]

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 characterize your spells.

Tempest Temple Spells
Templar of the Five Winds level Spells
3rd fog cloud, thunderwave, thunderwave, witch bolt
5th gust of wind, shatter, skywrite, warding wind
9th call lightning, fly, lightning bolt, sleet storm
13th ice storm, storm sphere
17th control winds, destructive wave
Temple's Element

The damage types associated to your temple are lightning and thunder.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike
Lightning Ray. This divine strike causes lightning damage, and can be used with spells that cause lightning damage. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your templar spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends
Thunderous Scream. This divine strike causes thunder damage, and can be used with spells that cause thunder damage. In addition, all creatures within 10 feet of your target must succeed on a Constitution saving throw, or take damage equal to your Wisdom modifier on a failure. Also, any creature who fail the saving throw against this effect are knocked prone. A loud noise is hear in a 300-foot radius.
Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Stormy Rebuke

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning or thunder damage to the attacker. The damage equals your Templar level. The attacker must also make a Strength saving throw against your templar spell save DC. On a failed save, the attacker is pushed in a straight line up to 10 feet away from you (in addition to your Thunderous Strike effect) and knocked prone.

You can use your Sacred Rebuke as part of the same reaction you used for this feature.

Tempest Child

At 18th level, you gain immunity to lightning and thunder damage, and gain a flying speed of 30 feet when you are outdoors.

As an action, you can double your flying speed to 60 feet for 1 hour, and any lighting or thunder damage you cause ignore immunity to lightning or thunder damage. Once you use this action, you can't do so again until you finish a short or long rest.

Templar of the Nature[edit]

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.

Nature Temple Spells
Templar of the Five Winds level Spells
3rd absorb elements, animal friendship, entangle, goodberry
5th animal messenger, locate animals or plants, spike growth, summon beast
9th elemental weapon, erupting earth, plant growth, protection from energy
13th guardian of nature, polymorph
17th commune with nature, wrath of nature
Servant of Nature

At 1st level, you learn two cantrips of your choice from the druid spell list. Wisdom is your spellcasting ability for this cantrip.

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Temple's Element

The damage types associated to your temple are acid, cold, fire, lightning or thunder. You must choose one to be active at any given time, and can change the chosen element when you finish a short or a long rest.

Divine Strike
Toxic Spores. This divine strike causes poison damage, and can be used with spells that cause poison damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, the target is poisoned. At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.
Elemental Devastation. This divine strike causes your current chosen temple's element damage, and can be used with spells your currently chosen temple's element damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, for the next minute, the target takes additional 1d8 damage whenever it takes damage from the chosen type, and if it has resistance to that damage type, it loses resistance to it for the duration. The target can make another Constitution saving throw. On a successful save, the effect ends.
Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Forest Mantle

At 14th level, you can merge with the natural environment, camouflaging yourself. As an action, when you are in a forest, or within 5 feet of a plant with your size or larger, you can become invisible. You remain invisible until you make an attack, cast a spell, or are no longer within 5 feet of a plant.

Champion of the Wild

Beginning at 18th level, you can assume the form of the nature's guardian. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have resistance to the damage type associated with your temple.
  • The ground in a 15-foot radius centered on you is difficult terrain for enemies.
  • Whenever you hit an enemy with a weapon attack, they must succeed on a Dexterity saving throw against your Planeshifter spell save DC or be restrained by magical vines. The creature must use its action to remove the vines.

You can't use this feature again until you finish a long rest.

Templar of the Moon[edit]

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 routine to you.

Moon Temple Spells
Templar of the Five Winds level Spells
3rd detect evil and good, hunter’s mark, protection from evil and good, sleep
5th augury, darkness, moonbeam, see invisibility
9th clairvoyance, magic circle, remove curse, tidal wave
13th control water, greater invisibility
17th dream, scrying
Temple's Element

The damage types associated to your temple are cold and radiant.

Night Vision

Starting at 1st level, your eyes are accustomed to the dark and the night. You have darkvision of 60 feet. If you already have darkvision, your's grow further 60 feet.

In addition, while outdoors or in a place were the moon or the moonlight is visible, you see in dim light as if it was bright light.

Divine Strike
Cold Night. This divine strike causes cold damage, and can be used with spells that cause cold damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.
Lunar Mark. This divine strike causes radiant damage, and can be used with spells that cause radiant damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, a silvery glowing mark is placed on that target. The mark causes the target to shed bright light in a 10-foot radius and dim light for another 10 feet. A character under the mark can't benefit from the invisible condition, and can't be target of beneficial illusion spells. In addition, once per turn, your attack against the marked creature have advantage. At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.
Blessing of the Full Moon

Starting at 6th level, you can use your bonus action to shed an aura of radiant white lite, that resembles the glow of the moon. While using it, you shed bright light in a 10 foot radius and dim light for another 10 feet.

Any friendly creature within the bright light area gain a bonus to their saving throws equal to your Wisdom modifier.

Glowing Defense

Starting at 14th level, whenever you are hit by an attack, you can cause your body to shimmer with a silvery glow, blinding temporarily an attacker. Whenever a creature you can see makes an attack roll against you within 30 feet, you can impose disadvantage to that attack. This doesn't work on creatures that don't rely on sight to see or are immune to blindness.

You must use this feature before you know if the attack hit or misses.

Moon Avatar

Starting at 18th level, you can cast moonbeam at will, without spending spell slots. Wisdom is your spellcasting ability for this spell.

In addition, you can always replace the damage of your weapon attacks by radiant damage.

Templar of the Death[edit]

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 dead are not this way to forever.

Templar of the Death Spells
Master of the Arcane Sword Level Spells
3rd cause fear, false life, inflict wounds, ray of sickness
5th blindness/deafness, gentle repose, ray of enfeeblement, wither and bloom
9th animate dead, life transference, speak with dead, summon undead
13th blight, shadow of moil
17th danse macabre, negative energy flood
Toxic Strike. This divine strike causes poison damage, and can be used with spells that cause poison damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, the target is poisoned. At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.
Leeching Strike. This divine strike causes necrotic damage, and can be used with spells that cause necrotic damage. The target must make a Constitution saving throw against your templar spell save DC. On a failed save, the target takes 1d6 necrotic damage, while you regain the same amount of hit points. At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.
Transference of Life

At 6th level, you can choose to drain the life force of one creature and transfer to another. As a bonus action, you can choose a willing creature within 10 feet. You can reduce a number of hit points of that creature equal to your level, and choose another creature within 10 feet to regain the same amount of hit points.

Undead Servant

At 14th level, you gain the constant service of an undead creature. You can cast find familiar as ritual, summoning an undead with a CR 2 or lower.

The undead servant works as a familiar, but you can command it to attack using your bonus action. The undead also gains a intelligence score of 6, if it is 5 or lower.

You can use your undead servant as a intermediate to talk with the dead. When close to a corpse of a creature deceased within the last 10 days, you can speak with the dead creature, as the spell speak with dead. Once you do this, you can't do it again until you finish a long rest.

Book of the Dead At 18th level, you gain access to a supernatural book containing all necromantic knowledge in existence. This book can't be destroyed and can be only be carried by you. You gain advantage in all Intelligence checks made related to the necromancy school and in all Medicine checks.

In addition, you can cast any spell from 7th-level or lower from the necromancy spell, without spending a spell slot. If you cast a spell with a level lower than 7th, it is cast with a 7th-level spell slot. Once you use this book to cast a spell, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Templar of the Five Winds class, you must meet these prerequisites: Strength 13, Wisdom 13.

Proficiencies. When you multiclass into the Templar of the Five Winds class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: