credit
in this book you'll find amazing art and i want to say that i own NONE of the amazing art. go check and support them please! the art of the front cover is done by one awesome artist, kentaro kanamoto
Templar
The wind starts to howl as a cloaked woman marches up the frosty peak of the Mountain lifting one foot then the next foot. The cloaked woman stops dead as she now looks up at the giant ice dragon. The dragon speaks. you are a fool to come alone girl. The woman responds. It only takes one of us to kill you. The mighty ice dragon growles with anger. Any last words templar says the dragon. The woman's devoided voice under her cloak. Yes.....say hello to your ancestors for me. The mighty ice dragon has had enough as the cracking of ice is heard in he's throat. You will DIE!!! as he spreads he's enormous wings. The cloaked woman starts chanting. By the light of Alathia bring me strength to smite thy monster with one blow so i can do thy bidding. the cloaked woman rips her cloak off revealing her golden plate armor. She grabs a sword hilt from her side and ignites it. dashes forth and cuts through the dragons breath and makes one swift cut. the dragons head was sent to the floor and the dragon was no more. she then sheathed her blade and disapeared into the blizzard never heard of again.so the tale goes by the bard named elijah lupin blightwood who saw this fight.
stolen childhood
normally when war breaks out children lose everything and become war orphans. then they are forced to join the church. if the priests see potential in them they contact the templars. the church will then give the child to a templar who then takes them to the temple of Alathia. the temple of alathia is a secret temple only churches know about but not even they know it's location.
trained to slay
Once they have officially joined they are given mentors. but there is a special noble house named lionheart. lionhearts are a rare sort of templar know for there giant shields. mentors are normally old templars that have mastered they form. then they are raised to bare no emotions. they train the children till they collapse. till the age of 15 where they are initiated and are given an oath and weapon
a gifted blade
the blade of alathia. it's like a sunblade but this weapon is way stronger. it can cut through the thickest steel,the coldest of stone and even magic itself! but be WARNED not anyone can pick up a blade of alathia and live to tell the tale they also sometimes take up jobs to slay wanted magesmost templars do it for coin some do it for the hunt.
annihilate the wicked
now that the initiate's have been granted a weapon and a oath they must step into the open world and purge it of darkness and wickedness regardless of whom or what stands in their way. they are also tought to abstain from greed,lust,envy and gluttony
quick build
you can make a templar quickly by following these suggestions first either dex or stength should be your highest followed by wisdom.
art work by jarold sng
The Templar
| Level | Proficiency Bonus | Features | Blitz | Cantrips Know | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Oath Binded | — | — | — | — | — | — | — |
| 2nd | +2 | Bonus Feat, Spellcasting, Fighting Style | — | 4 | — | — | — | — | |
| 3rd | +2 | Form Style, Weapon Of Light, Blitz | 1 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Sore Improvement, Bonus Feat | 1 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Form improvement, Bonus Feat, Blink Smite | 2 | 5 | 4 | 2 | — | — | — |
| 6th | +3 | Ability Sore Improvement, Horn Of Alathia | 2 | 5 | 4 | 2 | — | — | — |
| 7th | +3 | Form Improvement , Absorb Magic | 2 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Sore Improvement | 3 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Bonus Feat, improved weapon of light | 3 | 5 | 4 | 3 | 2 | — | — |
| 10th | +4 | Improved Messenger, Form improvement | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Extra Attack, Enhanced Absorb Magic | 4 | 6 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Sore Improvement | 4 | 6 | 4 | 3 | 3 | — | — |
| 13th | +5 | Bonus Feat, Form improvement | 4 | 6 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Ability Sore Improvement | 4 | 6 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Greater Absorb Magic | 5 | 6 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Sore Improvement | 5 | 6 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Bonus Feat, Form improvement | 5 | 6 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | improved weapon of light | 6 | 6 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Sore Improvement | 6 | 6 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | extra attack, Form improvement | 7 | 6 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Templar, you gain the following class features
Hit Points
- Hit Dice: 1d10 per templar level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per templar level after 1st
Proficiencies
- Armor: all armor, shields
- Weapons: simple, and martial weapon
- Tools: none
- Saving Throws: strength or dexterity ,wisdom
- Skills: Choose two from skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword and shield or (b) two simple weapons
- (a) ring mail or (b) hide armor
- (a) an explorer's pack or (b) a priest's pack
art work by Jason Nguyen
Oath binded
becoming a Templar involves taking a pledge and to commit yourself to alathia. alathia is a lesser goddess of order and the sun, she created the templars to bring light, justice and order. but you can choose another god or goddess and is not dishonorable or shameful. you learn find familiar spell as a ritual and you can choose physcat
Bonus Feat
beginning at 2rd level you gain more experience in the vast deadly world. you get a bonus feat, but you can't take magical feats or feats that makes you have more weapons, armor or duel wielding. you can pick more at 4th, 9th, 13th and 17th level.
spellcasting
at 2nd level your magic starts to kick in and flow threw you. see chapter 10 and 11 of the phb to fully understand magic.
Preparing and Casting Spells
The Templar table shows how many spell slots you have to cast your Templar spells. To cast one of your Templar spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Templar spells that are available for you to cast, choosing from the Templar spell list. When you do so, choose a number of Templar spells equal to your wisdom modifier + half your Templar level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Templar, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell detect magic, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Templar spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
wisdom is your spellcasting ability for your Templar spells, since their power derives from the strength of your mind. 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 Templar 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
Spellcasting Focus
You can use a weapon as a spellcasting focus for your Templar spells.
art work by mike azevedo
fighting style
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.
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.
Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.
Dirty Fighter
If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
Weapon Of Light
at 3rd level you now can call forth a divine (or infernal) light weapon. you may choose one weapon shape: longsword, greatsword, shortsword, katana, bastard sword, khopesh, handaxe, warhammer, morningstar and greataxe. this weapon damage is 1d8 radiant damage. it later upgrades at 9th level dealing 2d8 radiant damage, 18th level it now deals 3d8 radiant damage.
Weapon of Light drawbacks
Read the warnings carefully!
- if you wield two blade's of light you will contract blight wraith level 1
- if someone that is not a templar activates the blade of light that creature will contract blight wraith level 3
blight wraith
Blight Wraith is a angelic curse that was made by alathia to make sure know one can wield it other than the templars and to make sure the templars stand in line. it slowly consume your body then soul till there's nothing left of the creature, the only way to get rid of it is to either one find a high level cleric, two is to pray at a temple for 4 hours. every day the curse grows stronger
- 1st stage : every minute you take 5 poison damage
- 2rd stage : every minute you take 15 poison damage
- 3rd stage : can't cast spells either than cantrips and every one minute you take 20 damage. this damage cannot be halved in any way.
- 4th stage :healing spells have no effect on you only potions
- 5th stage :your speed becomes 0 and you can see death's creatures
- wither oath : death
both arts belong to mansik yang
Blitz
starting at 3rd level your mastery with your blade of light increases and now you can perform special skills called Blitz, number of blitz you have is equal to your blitz table.
slashing blitz. you expend one blitz to make an precise cut threw your enemy you deal extra 1d8 slashing damage and roll for a 1d6 for the chart table listed below:
| d6 | effects |
|---|---|
| 1 | takes no effect |
| 2 | extra 1d4 slashing damage |
| 3 | the creature is stunned for 1 turn |
| 4 | takes no effect |
| 5 | the creature takes 1d4 bleeding damage every turn until heal |
| 6 | takes an extra 2d6 slashing damage |
leap strike. you expend one blitz to roll DC dexterity saving throw (DC for your leap depends on there height if small has no DC, medium 13, large 18) to leap over the enemy and be granted attack of opportunity or you can automatically grapple the enemy, enemy must make a DC 10 + templar strength to escape grapple at the end of there turn.
one strike many foes. you can expend one blitz to make a melee attack against any number of creatures within 5ft of you, with a separate attack roll for each target
rushing blitz. you can expend one blitz If you move at least 10 feet straight toward a creature and then hit the creature with a weapon attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make one weapon attack against it as a bonus action.
blasting blitz. when you attack a creature with a weapon attack you can expend one blitz to deal an extra 1d8 thunder damage and you can expend more than just one for example (you spend 4 blitz and use blasting blitz your damage will be 4d8 thunder damage)
disarming strike. When you hit a creature with a weapon attack, you can expend one blitz to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. the target must make a DC 14 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
karmic strike. When a creature misses you with a melee attack, you can use your reaction and expend one blitz to make a melee weapon attack against the creature. If you hit, you add your wisdom to the attack's damage roll.
penetrating blitz. requires counter striker. when you attack a creature you can expend two blitz to pierce a vain dealing 6 bleeding damage every round until healed
roaring rage. requires 4th level slayer, withered: you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls plus your wisdom on damage rolls using dexterity during this turn, but attack rolls against you have advantage until your next turn.
withered touched. requires 10th level withered: you expend one of your blitz to wither it's soul away. choose one target to be choosen that creature needs to roll a constitution save DC 17 if failed he gets blight wraith and one point of exhaustion. you can only do this ones every long rest
perfect strike. requires 7th level slayer: when you attack a creature you can expend one blitz to deal an extra 2d8 slashing and creature must make a constitution DC 14 saving throw or be stunned for a minute. creature can roll again at the end of it's turn
ground smiter. requires 7th level defense, slayer: if your touching the ground you preform a ground breaking strike. you can expend two blitz to have 30ft around you to become difficult terrain.
cyclone throw. requires 4th level defense: you can expend one blitz to throw your tower shield at your enemy. to throw your shield roll a range attack, your plus is strength + proficiency and damage is strength, if a creature is small or medium they automatically fall prone but if large must make DC 14 strength saving throw if fail becomes prone
exploit weakness. requires 8th level slayer: after 5 turns in combat you can expend one blitz to know your enemy's weakness. you can now know the creatures : health points, armor class and what it immune to, plus you do extra 1d6 + templar wisdom, damage to that creature
crippling strike. requires 15th level: when you attack a target and hit you can expend one blitz to make him roll DC 16 constitution saving throw or be paralyzed in a body part of choice
art by david benzal
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Blink Smite
at 5th level, you can jump into and out of existence for a brief moment. Anytime you cast a smite spell you can teleport up to 10 feet before you cast it.
Horn Of Alathia
at 6th level you have been blessed with a sacred war horn. as a action when you blow into the horn you cast find greater steed but you can only choose one mount:
- griffon
- pegasus
- displacer beast
- dire wolf
- owlbear
- caishen wolf
- skulk (withered only)
creature stats change
- mount health is now equal to four times your templar level + 10 + constitution
- your mount moves on after your turn or before you turn
- your add your profiency to your creatures attack, damage and saves
- you choose what your mount does on it's turn either attack, disengage, dash or help
Absorb Magic
starting at 7th level, you can absorb magical energy off of a spell cast at you. if you are forced to make a saving throw to avoid the effect of a spell that was cast using a spell slot of 1st level or higher, and you succeed on the save, you regain one use of your blitz. later when you become 15th level you can choose instead of regaining blitz, you can regain one spell slot
Form Style
you now have an oath, messenger and now a form style. form style is how you fight, do you protect your allies with a mighty shield in hand? are you calm and collective and wait for your foe to strike? or will you be the templar that reeks malice and chaos on your enemies? it's your choice but remember there is no right or wrong just order. starting at 3rd level you now are a novice templar choose a form style: defense, counter strike, slayer or withered one.
art work by Seunghee Lee
Form I: Defense
this class is for people who don't like getting hurt. in this form you will learn to perfectly defend you and your allies from damage and magic.
Tower Shield
at 3rd level you can now wield a tower shield! you gain proficiency with tower shields.
tower shield
Armor Class (AC)+3
strength required is 18
disadvantage on stealth
While you are holding a tower shield: You have disadvantage on attack rolls. unless wielded with a spear
You can use a bonus action to give a creature within 5 feet of you three quarters cover.
This massive shield is used frequently in organized combat for its effectiveness at protecting other templars, mages and aiding in the formation of lines.
Shielder Fighting Style
starting at 5th level you learn the shielder fighting style
shielder. when you are wielding a tower shield you can stick the shield in the ground, you and an ally can use it as full cover but it takes an action to pull it out the ground
shield punisher
you now can attack with your shield that does 1d6 bludgeoning damage as a bonus action. as an action instead of doing damage you can knock one creature prone
Mirror
beginning at 7th level your shield now has hit points equal to your templar level + double your wisdom. when a creature does damage to you as a reaction you can choose the shield to take that damage unless the damage is more than the shields HP then you take all damage and can't use mirror blast. but your shield has a damage storage, it can hold 100 damage and every 1 hour it decreases by 10 damage
mirror blast. when it's your turn you can blast them with there own damage! this blast's damage equals creature's damage + wisdom
Magic Hold
at 10th level your absorb magic gets improved now when you use absorb magic you can instead of putting into blitz or spell slots you can put it in 5 mirror blast damage
Devour
starting at 13th level your shield now growls with hunger. when a creature is at low Hp of 1-10 and you are 10ft close, you can use an action to make your shield eat them, you choose to either put there life essence into one of this:
- hp : creatures hit die + wisdom
- spell slots : 1 spell slots
- blitz : 1 blitz
Anti-Magic Shield
at 17th level your shield is now amplefied
Improved Mirror
you've reach 20th level congrats your blast damage now does: creatures damage doubled + wisdom + strength
art by david gaillet
Form II: Counter-strike
this class is for people that wait patiently for the perfect opening and then strike!
Counter Striker
Starting at 3rd level, when a creature attacks with a weapon attack you can use a reaction to counter strike that with a parry.
Parry
your parry equals. wisdom + proficiency to hit, if hit damage equal to 1d6 + Dexterity, radiant damage or you can use one blitz
your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. and Through intense training, you have learnt to unthinkingly react to many things at once even in the midst of combat You may take a number of reactions equal to your dexterity modifier (min 1) per round.
no point in delay
at 7th level, you confidence propels you into battle. you can give yourself a bonus to your initiative rolls equal to your wisdom.
Reliable Talent
By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
all ways steady
Beginning at 13th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Precise Striker
beginning at 17th level when you make a parry attack you can also expend one blitz to stab a creature dealing 1d6 bleeding damage every turn until healed.
Stroke Of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Form III: Slayer
this class is not for the faint hearted this class strives to make your character the perfect Warrior.
art by dan dos santos
can't find site
Dispassionate Storm
at 3rd level, In battle, you fight with emotionless anger. On your turn, you can enter a dispassionate storm as a bonus action.
While in dispassionate storm, you gain the following benefits:
- You can pick three and you have resistance too until the end of dispassionate storm: slashing, psychic, lightning, acid or fire damage.
Your dispassionate storm lasts for 1 hour. It ends early if you are knocked unconscious. You can also end your dispassionate storm on your turn as a bonus action.
Nemesis
At 5th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose any 6 additional type of nemesis: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as elves and firbolgs) as nemesis.
You have advantage on Wisdom (Survival) checks to track your favored nemesis, as well as on Intelligence checks to recall information about them. you also can detect them 30 feet around you, unless knocked unconscious
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. also your speed increases by 10 feet
Watchful Eye and Relentless Hunter
at 7th level nothing escapes you gaze, you can use this spell only equal to wisdom for every long rest.
your relentless slayer spirit can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in dispassionate storm and don’t die outright, you can make a DC 15 Constitution saving throw. If you succeed, you drop to 5 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 15.
divine eye
Divination
- Casting Time: bonus action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You can see a particular creature you choose that is on the same plane of existence as you. you will automatically no where they are and what they are doing but the creature will no someone is spying on them. for it does make the creature hear church bells.
Master Slayer
Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical or magical means, unless you choose to leave a trail. you also gain 3 more blitz and 2 bonus feats!
Blitz Dancer
starting at 13th level you can use 2 blitz with one action but next turn your speed becomes 0.
Indomitable Slayer
Beginning at 17th level, if your total for a dexterity check is less than your dexterity score, you can use that score in place of the total.
Power Smite
at 20th level you have become the ultimate hunter, you can as an action cast three smites at the same time. but it requires 4 spell slots.
villianous option: withered one
still in the making
Templar Spell List
Cantrips (0 Level)
- blade ward
- booming blade
- friends
- green-flame blade
- light
- magic stone
- mending
- message
- sword burst
1st Level
- detect evil and good
- detect magic
- ensnaring strike
- searing smite
- thunderous smite
- thunderwave
- wrathful smite
- zephyr strike
2nd Level
- branding smite
- calm emotions
- detect thoughts
- enlarge/reduce
- find steed
- find traps
- flame blade
- heat metal
- hold person
- misty step
- scorching ray
- shadow blade
- zone of truth
3rd Level
- blinding smite
- blink
- call lightning
- counterspell
- crusader's mantle
- dispel magic
- fear
- galder's tower
- lightning bolt
- sending
- thunder step
4th Level
- blight
- dimension door
- staggering smite
- stone shape
- stoneskin
5th Level
- antilife shell
- banishing smite
- dawn
- destructive wave
- dispel evil and good
- dominate person
- far step
- flame strike
- hold monster
- chain lightning
HellGarde
a man opens the rusty tavern door wearing a leathery black pants and a torn white shirt he walks up to the tavern keeper and says "nice tavern you got here." the tavern keeper replies. "I put my heart and soul into her." the man laughs quietly, he's face becomes dead and says. "i agree with the soul part but..... not the heart part". the tavern keeper's face fills with shock. y-y-you're a Hellgarde. everybody stops still and looks over at the messy man. he says with a dead voice. "this can go two ways, one i kill everybody in the tavern, two everybody goes back to hell and ends this demon shrine stuff, either way i get what i want." everybody in the room shift into chaotic demons. one of the orcs at the back shifts into a big demon and says. "oh yah hellgarde there one of you and hundreds of us." the man bursts with laughter. "guess your taking the first option ".
it was a dark night in the city of Hollow thorn standing at one of the lamppost was a wood elf woman wearing tight leggings and a baggy black shirt flipping a coin. as a noble man walks out of the church looks straight at the elf. the elf says with a smile on her face. "church ah never took a demon for the a holy saint" the noble spits at her with rage. "that matters?! your a hellgarde! assassin for a church! and you patronise me!" the elf replies. "true but there's a bit of a difference between you and me. you kill to feed your boneclaw. "I kill people that feed there bone claw". the noble says to himself. "kill her and make it quick" a boneclaw comes out of the ground and say. "it will be done my sire". the elf stands at the ready and replies. "ok let get this done so i can sleep tonight"
chosen by good and evil
what makes a hellgarde? there special individuals who are picked by the church. people who have lost everything. there homes, family, loved one. there broken people.
infernal angels
most demons are evil let's get that straight. but there are demons who aren't kinder bad. this demons are recognize by the churches and are named infernal angels. infernal angels can walk the material plane but only as ghost or specters. there jobs are to keep demons in the nine hells. but to do that they need a host.
to do holy, you have to do unholy
one's the church has found and pick someone they convince them to do a ritual. a unholy ritual that requires a high ranking priests permission of having a demonic rune attached to there heart. before they do this they must find out which demon to call for.
fight fire with fire
when the ritual is over that persons never alone anymore the infernal angels inhabits that persons body and are ready to receive orders by the church
not knight's in shinning armor
now unlike paladins or clerics you don't do this for the gods you do this because you must your demons duty is to slay demons not to carry a gods name
HellGarde
| Level | Proficiency Bonus | transform | Features | demon evolution |
|---|---|---|---|---|
| 1st | +2 | - | infernal alignment, | 5 |
| 2nd | +2 | - | Ability Score Improvement | 6 |
| 3rd | +2 | 1 | infernal angel, transform, devoted sin | 7 |
| 4th | +2 | 1 | half-shift | 8 |
| 5th | +3 | 2 | Extra attack, Ability Score Improvement | 9 |
| 6th | +3 | 2 | demon bond | 10 |
| 7th | +3 | 2 | devoted sin feature | 11 |
| 8th | +3 | 2 | Ability Score Improvement | 12 |
| 9th | +4 | 2 | 13 | |
| 10th | +4 | 3 | Ability Score Improvement | 14 |
| 11th | +4 | 3 | devoted sin feature | 15 |
| 12th | +4 | 3 | Ability Score Improvement | 16 |
| 13th | +5 | 3 | 17 | |
| 14th | +5 | 3 | devoted sin feature | 18 |
| 15th | +5 | 4 | 19 | |
| 16th | +5 | 4 | Ability Score Improvement | 20 |
| 17th | +6 | 4 | devoted sin feature | 21 |
| 18th | +6 | 4 | immortal corpse | 22 |
| 19th | +6 | 4 | Ability Score Improvement | 23 |
| 20th | +6 | 5 | divine demon | 24 |
Class Features
As a hellgarde, you gain the following class features
Hit Points
- Hit Dice: 1d6 per hellgarde level
- Hit Points at 1st Level: 10 + your Constitution
- Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per hellgarde level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: simple weapons, hand crossbows, rapiers
- Tools: thieves tools
- Saving Throws: dexterity, charisma
- Skills: choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
infernal alignment
starting this class your demon takes a toll on your alignment. when you begin your journey to become a hellgarde you can't be good or lawful alignment
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Class
relic warrior
Relic Warrior
relic warriors was just a myth told by some traveling merchant with a wild imagine nation it said that relic warriors hunt creatures that cause harm to humanoid and are high ranking adventures that slayed evil. but it also says that relic warriors were mercenaries. legend says that if you are a relic warrior your must be filled with tattoos all over your body and you hold something called a rune wand that activates the tattoos on your body. some people just think it's a childrens stories but i believe it's real. one day a was traveling with a group of merchants in the mountains of crags tooth when we saw a dragon fly over us with fire! it wasn't looking good for us. but! suddenly a half elf women came out of nowhere with sword in hand and a wand. strangest looking wand i've seen and i've seen a lot of wands in my adventures days but nothing like this it a ancient writing all over it. i couldn't tell what language it was it looks like a mix of elven and abyssal. but! back to the story the women ran straight to the dragons direction and she ignited her tattoo with her wand. she ran faster than any elf i've seen. ones she was in position she lit another tattoo and she leaped up into the sky and with one swing of her blade sent the dragons straight to the ground in two pieces. an angry female elf kicked open the door and shouted "ELIJAH LUPIN BLIGHTWOOD!!". the bard gave a loud women like shout. the children laugh at the bards amusing girly shout. the bard says with a scared voice. "calm down now siarra it was only a few drinks nothing to get your tattoos in a knot". the elf rolled up her sleeves ready to punch the bard. she then realize that there were orphans in the room. the elf took in a breath and calmed down. " i'll deal with you later lupin". the bard gulped. the children looked at the woman filled with tattoos and there faces lit up. "your a relic warrior!". the woman put her finger on her mouth. "this is a sacred name only high individual know you must keep it a secret."
the perfect hunter
relic warriors are a unique and few individual you posses rune like tattoos all over there body
not for the weak and feeble
not anyone can be a relic warrior they must pass a challenging course that very few come out alive
champions of the people
ones they have trained fully to be a relic warrior they are given a special wand that activates there tattoos. and now they are ready for adventure and fame to protect the materials
relic warrior
| Level | Proficiency Bonus | Features | wand upgrade |
|---|---|---|---|
| 1st | +2 | Fighting Style, runic writing and speech | - |
| 2nd | +2 | rune wand | 1 |
| 3rd | +2 | humanoid rune, warrior archtype | 2 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Extra Attack, warrior feature | 4 |
| 6th | +3 | Ability Score Improvement | 5 |
| 7th | +3 | beast rune | 6 |
| 8th | +3 | Ability Score Improvement | 7 |
| 9th | +4 | warrior feature | 8 |
| 10th | +4 | monster rune | 9 |
| 11th | +4 | Extra Attack (2) | 10 |
| 12th | +4 | Ability Score Improvement | 11 |
| 13th | +5 | hybrid rune | 12 |
| 14th | +5 | Ability Score Improvement | 13 |
| 15th | +5 | warrior feature | 14 |
| 16th | +5 | Ability Score Improvement | 15 |
| 17th | +6 | warrior feature | 16 |
| 18th | +6 | inhumanoid skill | 16 |
| 19th | +6 | Ability Score Improvement | 17 |
| 20th | +6 | ancient rune | 18 |
Class Features
As a relic warrior, you gain the following class features
Hit Points
- Hit Dice: 1d8 per relic warrior level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per relic warrior level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons, longswords, shortswords, longbows, shortbows, rapiers
- Tools: smith tools
- Saving Throws: dexterity or strength, constitution
- Skills: Choose two skills from: acrobatics, sleight of hand, stealth, investigation, insight, perception, intimidation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2
Equipment
armor, weapons you name it
ore's of bomethia
materials
| name | cost | extra damage | attunement | properties | |
|---|---|---|---|---|---|
| common materials | |||||
| iron | |||||
| silver | |||||
| steel | |||||
| uncommon materials | |||||
| platinum | |||||
| titanium | |||||
| rare materials | |||||
| meteoric | |||||
| skyrite | |||||
| mithral | |||||
| very rare | |||||
| adamantine | |||||
| rubyrite | |||||
| lazurite | |||||
| ethrophite | |||||
| very rare materials | |||||
| regenarite | |||||
| legendary materials | |||||
| grim steel | |||||
| sun steel |