New Fighter Archetypes - Templar and Warden

by StevenV73

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Templar

The archetypal Templar combines the martial mastery common to all fighters with divine magic. Templars use magical techniques similar to those practiced by clerics. Sworn to a deity or ideal, templars have many abilities that are similar to paladins and clerics.

However, templars are generally not as well versed in religion as clerics or paladins but most understand basic rites and prayers. These warriors know a comparatively small number of spells, committing a select few to memory, instead of preparing spells daily.

Spellcasting

When you reach 3rd level, you augment your marital prowess with the ability to wield divine magic. Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Templar Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Templar Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you are replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your templar spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Armor Bond

At 3rd level, you learn a ritual that creates a magical bond between you and one set of armor or a shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor or shield must be within your reach throughout the ritual.

Once you have bonded a set of armor or shield to yourself, you can don and doff it as a bonus action on your turn, causing it to appear and disappear in a flash of radiant light. You can have one bonded set of armor and one bonded shield at any given time but can summon only one at a time with your bonus action. If you attempt to bond with another shield or piece of armor, you must choose to break the bond with the previous one first.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action

Radiant Protection

At 10th level, for the first time you are hit by an attack up to 1 minute after you use your Action Surge, if you are wearing armor, the attacker takes radiant damage equal to 1d10 + your fighter level. If the creature is undead it takes 2d10 + your fighter level.

Additionally, your can learn the light cantrip but it can only be cast on your armor or shield. If you already know the light cantrip then you gain an additional cleric cantrip. This cantrip does not count against the cantrips known column of the Templar and Warden Spellcasting table.

Aura of Health

At 15th level, when you use your Second Wind feature, you exude a temporary divine aura. All allies within 30 feet of you regain a number of hit points equal to 1d10 + your fighter level. Alternatively, instead of healing hit points, all allies within 30 feet are cured of one disease each.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Warden

The archetypal Warden combines the martial mastery common to all fighters with the primal powers of nature. Wardens use magical techniques similar to those practiced by druids. Their devotion to protecting the wilds imbues them with natural magic that enhances their combat skills.

Like druids and rangers, they are masters of the wilds. These warriors know a comparatively small number of spells, committing a select few to memory, instead of preparing spells daily.

Spellcasting

When you reach 3rd level, you augment your marital prowess with the ability to wield druidic magic. Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and evocation spells on the druid spell list.

The Spells Known column of the Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you are replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws on your attunement to nature. 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 sorcerer 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

Nature Bond

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. Alternatively, you learn one language of your choice.

Additionally, you can’t become lost except by magical means, and when you forage, you find twice as much food as you normally would.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action

Primal Defense

At 10th level, the first time you are hit by an attack up to 1 minute after you use your Action Surge you can use your reaction to summon a protective aura. This aura manifests as tree bark, rock, and vines. This aura has the same effects as the shield spell.

Nature’s Wrath

At 15th level, you can expend a use of action surge to instead call forth nature spirits and magically summon an incorporeal spirit within 60 feet of you. The spirit creates an aura in a 30-feet radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see The spirit persists for 1 minute.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Spirit

The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your wisdom modifier. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit

The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Tiger Spirit

The tiger spirit grants you and your allies agility and speed. Each creature of your choice in the aura when the spirit appears increases their movement speed by 15 feet and can add 10 feet to their long jump distance and 3 feet to their high jump distance while in the aura.

Unicorn Spirit

The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your fighter level.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Templar and Warden Fighter Archetypes v1.0

Created by /u/StevenThomas73

  • Templar inspired by Scott Sampson's Templar

Artist Credits:

  • (pg. 1) Templar Knight - Rafael Benjamin
  • (pg. 2) Viking - Joseph McLamb
Templar and Warden Spellcasting
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 3 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
 

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