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| weird-wizard:paths:expert_paths:templar [2026/01/21 04:31] – removed - external edit (Unknown date) 127.0.0.1 | weird-wizard:paths:expert_paths:templar [2026/01/21 04:31] (current) – ↷ Page moved from weird-wizard:templar to weird-wizard:paths:expert_paths:templar lwelyk | ||
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| + | ====== Templar ====== | ||
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| + | Every religious institution has enemies. Schisms in the faith can cause fighting between the ranks, while rival faiths vying for dominance in a region might solve their theological differences with steel and fire. And then there are the host of beings, people, and organizations that oppose all religious groups. The Ancient Ones and the cults that form around them, and many faeries, demons, fiends, and countless others, consider religions an existential threat and are committed to stamping them out. | ||
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| + | In the face of such hostility, religions invest holy warriors known as templars with supernatural power to protect the interests of their faith. They guard temples and shrines or travel with relics from place to place, keeping watch over these sacred treasures. Some accompany pilgrims on their journeys, while others bind themselves to places where their gods have revealed themselves. A rare few, though, have other ideas about protecting their religion’s assets. These errant templars travel the lands to watch over and defend congregations of believers and to guard against malfeasance by the enemies of their faith. | ||
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| + | You have joined this breakaway group. Your calling draws you out into the world, undertaking critical missions to safeguard your faith. You can declare any site a temple of your god and from there channel divine power to smite your enemies. | ||
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| + | ===== Level 3 Templar ===== | ||
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| + | **Attributes: | ||
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| + | **Health:** +8 | ||
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| + | **Traditions: | ||
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| + | **Spells:** One novice | ||
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| + | // | ||
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| + | //**Sacred Ground (Magical): | ||
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| + | ===== Level 4 Templar ===== | ||
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| + | **Health:** +8 | ||
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| + | **Bonus Damage:** +1d6 | ||
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| + | **Spells:** One novice | ||
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| + | //**Divine Chains (Magical): | ||
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| + | ===== Level 6 Templar ===== | ||
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| + | **Health:** +8 | ||
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| + | **Bonus Damage:** +1d6 | ||
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| + | **Spells:** One expert | ||
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| + | //**Blessed Temple (Magical): | ||
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| + | ===== Level 9 Templar ===== | ||
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| + | **Health:** +8 | ||
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| + | **Spells:** One master | ||
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| + | //**Temple Protector (Magical): | ||
| + | * You impose 1 bane on rolls to attack you and your allies that are in the affected space. | ||
| + | * You take half damage from all ordinary sources. | ||
| + | * You are immune to the confused, controlled, frightened, stunned, and vulnerable afflictions. | ||
| + | * If you are not held, when an enemy moves into the affected space, you can use a reaction to move up to 5 yards. If you can reach the enemy before the end of its turn, you attack it. You add 10 to the result of your roll and the attack deals an extra 4d6 damage. | ||