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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:

Level 1 (3 slots):

command, divine favor, protection from evil and good

Spellcasting (10th Level)

The templar's spellcasting improves. It is a 5th-level spellcaster and has the following paladin spells prepared:

Level 1 (4 slots):

command, divine favor, protection from evil and good

Level 2 (2 slots):

branding smite

Spellcasting (14th Level)

The templar's spellcasting improves. It is a 7th-level spellcaster and has the following paladin spells prepared:

Level 1 (4 slots):

command, divine favor, protection from evil and good

Level 2 (3 slots):

branding smite, magic weapon

Spellcasting (18th Level)

The templar's spellcasting improves. It is a 9th-level spellcaster and has the following paladin spells prepared:

Level 1 (4 slots):

command, divine favor, protection from evil and good

Level 2 (3 slots):

branding smite, magic weapon

Level 3 (2 slots):

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.