The Templar (aka. the Robed Priest)

The Templar uses divine magic without armour or heavy weapons, compensated for by unarmoured defense and new ways to use their channel divinity power. Their primary ability score is wisdom, and your choice of charisma or intelligence for their new templar abilities.

Except where specified (see below), this class functions identically to the cleric. See cleric houserules.

The Word & the Tome
At templar level 1, choose charisma or intelligence - this becomes your 'secondary ability score' for which some templar abilities are dependent. For class purposes, charisma-dependent templars are referred to as ' templars of the word ', and intelligence-dependent as 'templars of the tome ' (or word and tome for short).

Starting proficiencies

 * Armour: You start with no armour or shield proficiencies.
 * Weapons: Your weapon proficiencies are the quarterstaff, club, and sling. Your deity or pantheon might provide an additional weapon proficiency, if that weapon holds a special place in the practice of the religion, such as:
 * The Lord God - mace ('scepter')
 * Tor - longsword
 * Deities of ritual or sacrifice - dagger


 * Skills:
 * (word:) choose two - history, local, religion, insight, medicine, persuasion, deception, intimidation
 * (tome:) choose two - history, local, religion, arcana, planar, insight, medicine, persuasion, investigation, logic
 * Tools: Only templars of the tome choose a tool proficiency. Note the tools chosen should reflect the templar's religion or role in society.
 * (tome:) choose one - glassblowers', jewelers', potters', painters', tinkers', weavers' or woodcarvers' tools, vineyard, brewers', calligraphers', farmers', bookmakers' or alchemists' supplies, herbalism or (treacherous deities only) poisoners' kit, cooks' utensils.
 * Saving Throws:
 * (word:) Charisma & Wisdom
 * (tome:) Intelligence & Wisdom

Starting Equipment

 * A holy symbol


 * (a) quarterstaff or (b) cudgel/club


 * (a) fine robes or (b) simple robes and one weapon you are proficient with
 * (a) a holy book of your faith (ie. the liber monocost) or (b) minor object of religious significance
 * (a) a priest's pack or (b) an explorers' pack

Class Features
You gain spellcasting, divine domain, and channel divinity as a cleric of the same level, except where specified below. In addition, you gain a version of unarmoured defense.

Spellcasting
Templars cast spells as clerics.

Divine Domain
If a domain's 1st level benefits include either an armour or weapon proficiency, instead choose either the first level benefits of a different domain, or replace heavy armour proficiency with a skill from your templar list and martial weapon proficiency with a tool from the tome templar list.

Any domain abilities that empower the caster's attacks instead empower those of an ally within 30ft. This is performed as a reaction when an ally goes to make an attack roll, but before dice are rolled.

The war domain functions differently for templars.

Channel Divinity
You gain the channel divinity ability at 1st level, rather than 2nd, and your available uses are counted in divinity points (one use = one point). You have a number of points equal to your secondary ability modifier. On a short rest you recover one divinity point. At 6th level you recover two points, and at 18th you recover three. On a long rest you recover all lost divinity points.

Additional uses: rather than recover lost divinity points on a short rest, you may choose to expend one or more points to do one the following: Divinity points for these ability are only spent upon finishing the rest. Templars of the tome require their religion's sacred book (or equivalent) to spend points this way.
 * Cast any ritual spell on your spell list. The spell is cast upon finishing the rest.
 * Recover lost spell slots. Their total level equals the number of divinity points spent, and no slot can be higher than 5th.
 * Swap a number of your prepared spells, up to your secondary ability modifier, for an equal number on your spell list (you still must be able to cast that level of spell).

Unarmoured Defense
At 1st level, you gain one of the following: See the monk or barbarian classes for the full details of unarmored defense.
 * (word:) Conviction - Faith alone protects you from harm, granting unarmoured defense, AC = cha + wis.
 * (tome:) Sage Armour - Holy rites, sigil-inscribed cloth and simple talismans protect you, granting unarmoured defense, AC = int + wis.