The Templar of the Otherworldly Driven to Power The cousin of the Eldritch Knight, the Templar is a fighter who yearns for the power to become godlike, and achieves this through servitude to a power greater than themselves. Holding immense arcane power within their mortal flesh, Templars are conduits of great good and evil within the world, for a Templar's creed is to enact his or her patron's will, no matter the cost... Templar of the Otherworldly Features Fighter Level Feature 3rd Templar's Patronage, Pact Magic, Blade Bound 7th Eldritch Rejuvination 10th Templar's Sacrament 15th Transcendant Assault 18th Blood Bound The Templar's Patronage When you choose this archetype at 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the warlock section of the Player's Handbook, the Undying in the Sword Coast Adventurer’s Guide, the Celestial or the Hexblade in Xanathar’s Guide to Everything, or the Lurker in the Deep, Noble Genie, Raven Queen, or Seeker published in several Unearthed Arcana articles. Your choice grants you access to that patron’s expanded spell list, as well as augmented abilities. Pact Magic When you reach 3rd level, you have entered the service of an Otherworldly Patron, granting you the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the warlock spell list. Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. Spell Slots. The Templar of the Otherworldly spellcasting table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of these spell slots are the same level. To cast one of your warlock spells 1st through 4th level, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, if you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must expend one of those spell slots, and you cast it as a 2nd-level spell. Art: Owain, by Marta Nael Spells known of 1st-Level and Higher. You know two first-level spells of your choice from the warlock spell list. The Spells Known column of the Templar of the Otherworldly table shows when you learn more warlock spells of your choice of 1st level and higher, and must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Intelligence or Charisma (your choice) is your spellcasting ability for your warlock spells, as you have gained these spells through a patronage, be that through cunning or a silver tongue. You use this ability whenever a spell refers to your spellcasting ability and when setting the saving throw DC for a warlock spell you cast or making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice) Spell attack modifier = your proficiency bonus + your Intelligence or Charisma modifier (your choice)



Templar of the Otherworldly Spellcasting Fighter Level Cantrips Known Spells Known Spell Slots Slot Level 3rd 2 2 1 1st 4th 2 2 1 1st 5th 2 3 2 1st 6th 2 3 2 1st 7th 2 4 2 2nd 8th 2 4 2 2nd 9th 2 5 2 2nd 10th 3 5 2 2nd 11th 3 6 2 2nd 12th 3 6 2 2nd 13th 3 7 2 3rd 14th 3 7 2 3rd 15th 3 8 2 3rd 16th 3 8 2 3rd 17th 3 9 2 3rd 18th 3 9 2 3rd 19th 3 10 2 4th 20th 3 11 2 4th Blade Bound At 3rd level, you are given a ritual that creates a magical bond between yourself and one melee weapon. You perform this ritual over the course of 1 hour, which can be done during a short or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded this weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon or dismiss that weapon as a bonus action on your turn, causing it to teleport instantly to or from your hand. This weapon is the only usable spellcasting focus for your warlock spells, and if it is not already magical, it is considered magical for the purpose of overcoming resistances and immunities. You may only have one bonded weapon at a time; if you attempt to bond with a second weapon, you must break the bond with the first (no action required). Eldritch Rejuvination Beginning at 7th level, when you use your Second Wind, you gain a boon to that feature based on your patron. The Archfey. when you use your Second Wind, you can choose to teleport to a point you can see within 30 feet. The Celestial. you can choose to extend your Second Wind to an ally you can see within 30 feet. Both you and this ally regain hit points equal to 1d10 + your fighter level. The Fiend. when you use your Second Wind, all creatures of your choice within 5 feet take fire damage equal to the number rolled on the Second Wind die plus your spellcasting modifier (minimum of 1) as you are wreathed in hellish flames. The Great Old One. when you use your Second Wind, you have advantage on the next Intelligence, Wisdom, or Charisma saving throw you make within one minute, and gain a bonus to this roll equal to the number rolled on the Second Wind die. The Hexblade. when you use your Second Wind, you can make one attack with your bonded weapon as a part of the same action, provided there is a creature within range. You gain a bonus to the attack roll equal to the number rolled on the Second Wind die. The Lurker in the Deep. when you use your Second Wind, you can cause oily tentacles to burst from your body and grapple one creature within 10 feet of you. You gain a bonus to the check made to make this grapple equal to the number rolled on the Second Wind die. While a creature is grappled in this way, you can use a bonus action on your following turns to pull the creature 5 feet in a direction you choose. These tentacles last until the creature breaks free from this grapple or one minute passes. The Noble Genie. when you use your Second Wind, you can bind yourself to a creature of your choice within 30 feet. If the creature is unwilling, it must succeed on a Charisma saving throw to resist this tether. The first time you take damage while tethered, the creature to which you are tethered takes an amount of damage equal to the number rolled on your Second Wind die plus whatever damage you would take, and you take no damage. Once the creature takes this damage or one minute passes, the tether ends. The Raven Queen. when you use your Second Wind, you can call the darkness of the Shadowfell itself around you. Until the beginning of your next turn, you gain a bonus to your armor class equal to your spellcasting modifier (minimum of +1). The Seeker. when you use your Second Wind, you can choose to briefly enter the border of the ethereal plane. Until the beginning of your next turn, you are considered under the effects of the etherealness spell. The Undying. when you use your Second Wind, you store power within your blade. The first time you deal damage on your next turn, that damage is increased by an amount equal to the number of hit points you regained from your Second Wind. Templar’s Sacrament At 10th level, you are able to better contact your patron. Once per long rest, you can cast the commune spell as a ritual, requiring no material components. Transcendant Assault At 15th level, when you attack during your Action Surge, you gain a bonus to that feature based on your patron. The Archfey. when you use your Action Surge, you are able to blink around the battlefield like your patron. When you take the Attack action during your Action Surge, you can choose to teleport to a point within 5 feet of any hostile creature you can see before each of your attacks.

The Celestial. when you use your Action Surge, you funnel the power of life through your body. When you take the Attack action during your Action Surge, you can choose a number of creatures that you can see within 30 feet equal to your spellcasting modifier (minimum 1) to extend this energy to. These creatures each regain an amount of hit points equal to 1d10 + your spellcasting modifier (minimum of 1 hit point). The Fiend. when you use your Action Surge, you strike with unerring accuracy and devastation. When you take the Attack action during your Action Surge, you gain a bonus to both your attack and damage rolls equal to your spellcasting modifier (minimum of +1) using your bonded weapon. The Great Old One. when you use your Action Surge, you strike your foes in the mind harder than the body. When you take the Attack action during your Action Surge, the damage dealt by your bonded weapon becomes psychic damage. Additionally, once per Action Surge you can force one foe of your choice that you strike to succeed a Wisdom saving throw or become paralyzed until the beginning of your next turn. A creature that succeeds this save is immune to the effect for 24 hours. The Hexblade. when you use your Action Surge, you are able to cut into your enemies expertly. When you take the Attack action during your Action Surge, the damage dealt by your bonded weapon becomes force damage, and you gain advantage on all of your attacks. The Lurker in the Deep. when you use your Action Surge, your appendages are wreathed in the tentacles of your patron. When you take the Attack action during your Action Surge, the reach for your bonded weapon attacks increases by 10 feet, and you can attempt to grapple a creature you hit, no action required. You can only have an amount of creatures grappled in such a way as you have appendages. These tentacles disappear when the creature escapes the grapple, or after one minute. The Noble Genie. when you use your Action Surge, you can temporarily shunt an enemy into your patron’s court. When you take the Attack action during your Action Surge, you can choose to force one creature you hit to make a Charisma saving throw. On a failure, that creature is stunned and banished from your current plane and to your patron’s court. It can repeat this saving throw at the end of each of its turns, and is returned if it does not succeed the saving throw within one minute. A creature that succeeds this save is immune to the effect for 24 hours. The Raven Queen. when you take the Attack action during your Action Surge, you can move up to your speed without provoking opportunity attacks. This speed is in addition to any other speed you have available, and when you move in such a way, you can pass through creatures as if their space were empty. Creatures passed through in this way take necrotic damage equal to 2d8 + your spellcasting modifier (minimum of 2 points). The Seeker. when you use your Action Surge, you are able to strike your foes’ astral forms. When you take the Attack action during your Action surge, all damage dealt with your bonded weapon ignores damage resistances and immunities. The Undying. when you use your Action Surge, you drink the life from your enemies. When you take the Attack action during your Action Surge, each time you deal damage with your bonded weapon you regain hit points equal to your spellcasting modifier (minimum of 1 hit point). If you are at your hit point maximum, you instead gain temporary hit points. Blood Bound When you reach 18th level, you become the ultimate servitor to your patron. When you take the attack action on your turn, you can substitute two of your available attacks to cast a warlock spell of first level or higher. Additionally, you gain a new blessing from your patron, detailed below. The Archfey: Trickster’s Beauty. You become as beautiful as your patron, granting your the following benefits: You have advantage on Charisma checks.

You are immune to being charmed.

You can cast charm person at will, requiring no material components. The Celestial: God’s Presence. you are filled with the righteous might of your patron, granting you the following benefits: You add your spellcasting modifier to all Charisma (persuasion) and Wisdom (insight) checks you make, as well as Charisma (intimidation) checks you make against fey, fiends, and undead.

You have advantage on checks made to interact with celestials.

You are always under the effects of the protection from evil and good spell

You can cast zone of truth at will, requiring no material components. The Fiend: Hell’s Visage. you become like unto a fiend, granting you the following benefits: You add your spellcasting modifier to Charisma (deception) and Charisma (intimidation) checks.

You have advantage on checks to interact with fiends.

You are always under the effects of the protection from evil and good spell.

You can cast cause fear at will, requiring no material components. The Great Old One: Mind of Starry Iron. your soul is infused with your patron's power, granting you the following benefits: You gain truesight up to 30 feet.

You add your spellcasting modifier to Intelligence, Wisdom, and Charisma saving throws.

You can cast detect thoughts at will, requiring no material components.