Dark Templar

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Dark templar

Creating a Dark Templar

The Nerazim have "sharper" features than the Khalai, and perceive things differently.

Nerazim often cut off their psionic appendages, and developed the use of special clamps to control the energy bleed. The style of these clamps has changed over time. They can also be used for Khalai protoss who lost their own psionic appendages by accident or in battle (particularly with the zerg).

Nerazim technology is similar enough to Aiur technology that these protoss can intuit how to use the technology. They are masters of time manipulation.

Nerazim, alone or in groups, have sought xel'naga artifacts.

Nerazim eyes are predominantly green, though purples, blues, and oranges have been observed.

Nerazim warriors have undergone centuries of discipline and training. Terrans possess a limited number of technologies that are capable of dealing with these warriors.

Driven by individuality and a thirst for knowledge, the Nerazim developed along a very different path than the Khalai. Nerazim work in smaller groups than the Khalai, and are far more individualistic. With a less monolithic culture, each Nerazim is encouraged to forge their own path, and they believe that fostering this attitude leads to their great successes. They remain willful and often fiercely independent, with their closest allegiance being first to clannish warrior bands and then to the Nerazim, the great tribe to which all Nerazim belong. By their nature the Nerazim are a diverse group of freethinkers motivated by their regard for one another and tribal bonds rather than abstract notions of authority. As such, many Nerazim develop skills outside their chosen professions, unlike in the strict caste system of the Khalai. Examples include some of their engineers also having knowledge in combat. Different clans take great pains to distinguish themselves through variations in weapons, armor, markings, and dress. Regardless of clan, reputation and personal responsibility are paramount in the eyes of any Nerazim: individuals must always be accountable for their actions. As a result, deeds rather than words act as the Dark Templar's guide. Individual clans can be prone to feuding and rivalry, but they are quick to band together against a common threat, such as that presented by the zerg. Family is important to the Nerazim, and the family unit is part of their social structure. They are less demonstrative than the Khalai when it comes to the display of emotion, and are more introspective.

The Nerazim sever their nerve cords in order to fully separate themselves from the Khala. To prevent energy bleed, the Nerazim put clamps on the cut cords. This severing leads to a weakness where Void energy channeled through the exposed nerve chords can knock a Nerazim unconscious, serving as a nonlethal way to incapacitate a Nerazim warrior.

The Nerazim maintained the same system of writing as the Khalai. Unlike the Khalai however, female Nerazim are able to become figures of authority. Some Khalani phrases are exclusive to the Nerazim's vocabulary, while others that are also used by the Khalai have a different meaning to the Nerazim than their counterparts.

The xel'naga retain the position of "gods" in Nerazim religion. They consider anything that "taints" the Void to be unholy. Funerary rites are conducted for the deceased. Some, if not all Nerazim appear to store their dead in mausoleums and crypts.

Before officially becoming a Dark Templar, one undergoes a Shadow Walk.

Only one leader of the Nerazim exists at a time.

Nerazim were taught to hide from the Conclave by the powerful Templar Adun. This ability has been described as "bending light" and "merging with shadows."

Nerazim wield the energies of the Void. These energies are harmful to the zerg cerebrates and Overmind due to the similarities of the cosmic energies they wield. The Dark Templar consider their powers to be the "true gifts" of the protoss, and consider the Khala to be diluted and narrowed by the (former) leaders of the protoss, and the robbing of individuality. Their own powers are considered "wider." This power protects Nerazim from zerg infestation. However, those who walk the path of the Void do so with diligence and reverence, for they know full well the dangers lurking in the shadows of the Void.

Nerazim are cut off from the preservers; they have no preservers of their own, and their memories cannot be accessed by the preservers. As they are severed from the Khala, communicating with the Nerazim via telepathy requires Khalani to be mentally communicated rather than the essence of thoughts being expressed.

A group of protoss survivors stranded on Aiur, the Tal'darim, were cut off from the Khala and developed abilities similar to those of the Nerazim.

All Nerazim possess a "shadow essence." This essence can be fused into the stalker.

Dark Templar
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Sneak Attack, Permanent Invisibility, Shield
2nd +2 1d6 Cunning Action
3rd +2 2d6 Dark Templar Archtype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Dark Templar Archtype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Dark Templar Archtype Feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Dark Templar Archtype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you have the following class features.

Hit Points

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves’ tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a Scythe or (b) a Long Psi Blade

(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack

Leather armor and thieves’ tools

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Dark Templar table.

Permanent Invisibility

You are Invisible, You have the condition of Invisibility. Anything the target is wearing or carrying is invisible as long as it is on the target's person. (Condition Invisible: An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage.)

Part 2 | Your Introduction

Shield

you gain a shield that protects you from incoming attacks, It has 4 + 3 health per level in zealot you have. Its AC is 10 + Wisodom + Dexterity, An attack cannot deal damage over the shield health. (If you have 10 hp left on shield and an attack deals 12, the extra 2 damage does not hit the player. The next attack however will deal damage to the player as normal.)

You may take a long rest to regenerate your shield.

Cunning Action

Starting at 2nd level, 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.

Dark Templar Archtype:

Starting at level 3 you can choose between the Dark Templar, Avenger or Blood hunter archtypes.

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.

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.

Expertise

At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th 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.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th 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.

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.

Dark Templar Archtype

When you choose this archetype at 3rd level, you gain the Shadow Fury ability. The Shadow fury ability allows you teleport in quick succession on up to 5 targets and perform a weapon attack on each of them in one action. This feature can be used a number of times equal to your proficiency modifier.

Void Armor

At 13th level, you and your allies gain 15 Temporary hit points in shields. You can use this twice per long rest.

Shadow Blade

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Avenger Archtype

When you choose this archetype at 3rd level, you gain Emergency Recall. If you take fatal damage you will be teleported to the furthest ally within 60ft. and regain full health, taking 2 exhaustion points. You may use this once per long rest.

Enhanced Shield Regeneration

Starting at 9th level, you can reagin full shield Hit points when you get emergency recalled.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Avenging Glare

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. If you use your action to study the creature's movements your next sneak attack damage against that creature increases by 3d6.

Blood Hunter Archtype

When you choose this archetype at 3rd level, you gain Void Stasis. You can cause a target to make a Wisdom saving throw and on a failed save the Target loses detection, the ability to take actions movement and speech. This effect only lasts for 2 rounds of combat or 12 seconds. (DC 8 + your Intelligence modifier + your proficiency bonus). You use this feature a number of times equal to your Intelligence Modifier.

Victory or Death

Starting at 9th level, your Psi blade or Scythe becomes a +1 Weapon with a Bonus to killing other protoss giving you an extra 2d6 damage when fighting a protoss. Your affinity to survival has come from countless battles with your own kind, if anyone knows how to kill protoss, its you.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

 

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