Templar Maneuvers

Conviction, Bravery, Anti-Magic

Magic is the most potent force in all of creation. Templars know this, recognize this, and train to disrupt those who wield its power. Often brave souls who steel their minds in faith, these fearless fighters are the bane of dark mages, cruel villains, and cowards who prey upon the weak. Many Templar maneuvers can only be used with melee weapons, and many are also particularly useful against spellcasters and magic effects.

Classes: Adept, Arcane Warrior, Barbarian, Bloodhunter, Fighter, Paladin

1st Degree Maneuvers

Burn Mana2 focus1st degree Templar action (attack)
Take the Attack action. Once when you hit with one of these attacks, you can force the creature to make a Constitution saving throw. On a failed save, the creature loses loses mana equal to a roll of your Superiority Die, or half as much on a successful save. Then, the creature takes force damage equal to the mana lost.
Glare2 focus1st degree Templar bonus action
Choose one hostile creature you can see within 30 feet. If it can see you, it must succeed on a Wisdom saving throw or take psychic damage equal to a roll of your Superiority Die and be frightened of you until the end of your next turn. On a successful saving throw, it takes half damage only.
Mystic Assessment1 focus1st degree Templar free action
When you make an Arcana or Religion check, you can add a roll of your Superiority Die to the result.
Zealous Stance1 focus1st degree Templar bonus action (stance)
While you maintain this stance, you have advantage on melee weapon attack rolls, but attack rolls against you have advantage. When you adopt this stance, roll your Superiority Die. You can maintain it for a number of rounds equal to the result. If a hostile creature damages you with a spell or magical effect, roll another Superiority Die and add it to the duration.

2nd Degree Maneuvers

Challenge2 focus2nd degree Templar bonus action
You stare down a creature you can see within 30 feet, and if it can see you it makes a Wisdom saving throw. On a failure, the creature is threatened by you. while threatened in this way, if the creature takes a hostile action that does not target you, it takes psychic damage equal to a roll of your Superiority Die. The creature may repeat this saving throw at the end of its turn, ending the effect on a success. The effects of this maneuver end early if you attack a different creature, cast a spell that doesn't affect you or the target, or you end your turn more than 60 feet away from the creature.
Indomitable Faith1 focus2nd degree Templar free action
When you fail a saving throw against to prevent or remove the charmed, frightened, poisoned, or stunned condition, you can roll your Superiority Die and add it to the saving throw.
Shatter Spell3 focus2nd degree Templar reaction
When a creature you can see casts a spell within 60 feet, you can use your reaction to force the creature to make a Constitution saving throw. On a failed save, the spell is countered and has no effect, and the creature takes force damage equal to a roll of your Superiority Die.

3rd Degree Maneuvers

Brace3 focus3rd degree Templar reaction
When a creature moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to make a melee weapon attack against that creature. If it hits, add your Superiority Die to the attack's damage.
Feedback3 focus3rd degree Templar free action
Whenever you counter or dispel a spell, or when a creature loses concentration on a spell because of you, you can force the creature to make a Constitution saving throw. On a failed save, the creature takes Force damage equal to two rolls of your Superiority Die and is Stunned until the end of your next turn. On a successful save, it takes half damage and the target's speed is halved until the end of its next turn, and the next attack roll made against the target before then had Advantage. Creatures immune to the Stunned condition automatically succeed on this saving throw and suffer no secondary effects.
Spellbreaker5 focus3rd degree Templar action (attack)
Take the Attack action, replacing two of your attacks with a pulse of disruptive magic that surges out from you in a 30-foot emanation, affecting creatures, objects, and magical effects of your choice in the area. For each ongoing spell of your choice on the targets, make an ability check using your Strength or Dexterity (DC 10 plus the spell's level). On a successful check, the spell ends. Then, creatures of your choice who had spell effects end on them take force damage equal to a roll of your Superiority Die for each effect that was successfully dispelled from them.

4th Degree Maneuvers

Justicar Strike4 focus4th degree Templar action (attack)
Take the Attack action. Once when you hit with a melee weapon attack with these attacks, add your Superiority Die to the attack's damage, and can take the Grab flourish. A creature you grapple in this way cannot perform the somatic components for spells. If a creature grappled by you in this way tries to magically teleport, the creature must succeed on a Charisma saving throw. On a failed save, the teleportation effect fails, and the creature takes force damage equal to three rolls of your Superiority Die. On a successful save, the creature takes half as much damage and teleports successfully, ending the grapple.
Mage Masher3 focus4th degree Templar bonus action
Make a melee weapon attack. If it hits a creature, deal your weapon's damage and disrupt their magical circuits until the start of your next turn. If the creature casts a spell before then, they take force damage equal to three rolls of your superiority die.
Spelleater Stance5 focus4th degree Templar bonus action (stance)
While you maintain this stance, you add a roll of your Superiority Die to saving throws against spells and other magical effects, and when you make a saving throw against a spell or magical effect that allows a save to take only half damage, you take no damage if you succeed on the save.

5th Degree Maneuvers

Burning Embers of Faith7 focus5th degree Templar free action
When you are reduced to 0 hit points, you can instead change your hit points to a total equal to seven rolls of your Superiority Die as divine power magically surges through you. For a number of rounds equal to a roll of your Superiority Die, you deal bonus radiant or necrotic damage (your choice) equal to a roll of your Superiority Die on all weapon attacks against the creature who reduced you to 0 hit points, and you take half damage from the creature who reduced you to 0 hit points. If the creature who reduced you to 0 hit points has not been reduced to 0 hit points, killed, or captured by the time this bonus ends, you immediately drop to 0 hit points and take 1 death saving throw failure. You cannot use Burning Embers of Faith if that happens.
Reflect Spell1+ focus5th degree Templar Reaction
When you succeed on a saving throw against a spell, spend focus equal to the level of the spell. If you do, you (and possibly other targets) suffer no effects from the spell and choose a new target or targets to be affected. The GM is the final arbiter for how each spell is reflected; a Disintegrate is redirected to a new target, while a Lightning Bolt continues on its line, bouncing from you in a direction of your choice. Slow would only reflect the portion targeting you, but depending on the angle of a Fireball's trajectory, the GM may rule the entire explosion can redirected to a different point within range.

6th Degree Maneuvers

Eldritch LockdownX focus6th degree Templar ACTION
SLAP AN ANTIMAGIC FIELD ON THE TARGET ON HIT.
Force of Will3 focus6th degree Templar free action
When you would spend a Willpower, you may spend 3 focus instead.

7th Degree Maneuvers

ManeuverX focus7th degree Templar ACTION
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ManeuverX focus7th degree Templar ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Templar ACTION
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