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Brave
The templar has advantage on saving throws against being frightened.
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Spellcasting (6th Level)
The templar is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The templar has the following paladin spells prepared:
Spellcasting (10th Level)
The templar's spellcasting improves. It is a 5th-level spellcaster and has the following paladin spells prepared:
command, divine favor, protection from evil and good
Spellcasting (14th Level)
The templar's spellcasting improves. It is a 7th-level spellcaster and has the following paladin spells prepared:
command, divine favor, protection from evil and good
Spellcasting (18th Level)
The templar's spellcasting improves. It is a 9th-level spellcaster and has the following paladin spells prepared:
command, divine favor, protection from evil and good
spirit guardians (counts as a paladin spell for the templar)
Acties
Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used in two hands.
Javelin
Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Divine Hands (1/Long) (2nd Level)
As an action, the templar can touch a willing creature within 5 feet of it, causing the target to regain 9 (2d8) hit points. This ability has no effect on undead or constructs.
Bonusacties
Divine Eminence (6th Level)
As a bonus action, the templar can expend a spell slot to infuse its strikes with divine power. The next time it hits a target with a melee weapon attack before the end of its turn, the target takes extra radiant damage. The extra damage is 10 (3d6) for a 1st level spell slot, plus 3 (1d6) for each spell level higher than 1st.
Reacties
Parry (14th Level)
As a reaction, the templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon.