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Table of Contents
Templar
Some warriors fight for glory. Some for coin. You fight for conviction. Whether bound to a holy order, sworn to a sacred duty, or driven by personal belief, you blend arms and faith into one. A Templar is both sword and sanctuary—a bulwark against corruption, a judge in armour, a healer with a blade. Your strength is not just in your swing, but in the resolve behind it.
The Templar's path is as diverse as the faiths and philosophies they follow. You may be part of a long-standing order, a protector of holy relics or ancient secrets, or even a wandering zealot driven by divine revelation. Whatever the source of your conviction, your martial prowess is inseparable from your devotion. You do not simply wield weapons—you wield the power of your faith, and with each strike or prayer, you channel that force to protect the innocent, punish the wicked, and stand resolute in the face of overwhelming odds.
Templars are not mere soldiers; they are champions of their beliefs. While many wield their weapons to defend the sacred, others take the role of enforcers, tasked with rooting out corruption and eradicating evil where they find it. You are equally at home in the heat of battle, using your weapon to protect your allies, as you are calling down divine or mystical powers to heal wounds, smite foes, or shield the weak. The same strength that drives your sword strikes also strengthens your resolve, allowing you to face dangers that would break others without faltering.
Templars are often seen as figures of authority, their presence commanding respect. Whether leading armies, offering counsel, or making difficult moral decisions, your role is one of both power and responsibility. It is not a role you chose lightly; the Templar's path is paved with trials that test both your physical might and spiritual resilience. As a templar, you are a living embodiment of your faith's principles, someone others can look to in times of crisis. You offer both guidance and judgment, wielding the sword as a symbol of your devotion, and the divine as a tool of justice.
You are often bound by an unshakable code—whether it is the honor of your order, the sacredness of your mission, or the tenants of your divine patron. Your journey might have begun with a simple calling to arms, but now it is a path of constant reflection, self-discipline, and sacrifice. You are a warrior with a purpose: to carry the torch of your faith, uphold its teachings, and act as its living weapon in a world that needs both martial strength and divine intervention.
Your power is a delicate balance between might and mercy. You are at your most dangerous when standing in defense of your beliefs, but you also wield healing and support when those in your charge need it most. Whether on the battlefield or in the halls of justice, you are more than just a sword in hand—you are a beacon for your cause, and your unwavering resolve makes you a force to be reckoned with.
Attributes
When you select this background, add seven points to your Charisma score and five points to your Sttrength score. In addition, you may distribute eight points among any of your other attribute scores. No single attribute may receive more than four points.
Features
Stamina: A Templar begins play with 30 stamina, plus an amount equal to your Strength bonus.
Recovery Dice: When you select Templar as your background, you gain two ten-sided dice (2d10) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add one training rank to each of your Fortitude and Will defences.
Skills
Place one training rank in the Lore skill, with the Religion specialty. Choose one of the following skills: Blades, Blunt Weapons, Polearms, Unarmed Combat, Unbalanced Weapons. Place one training rank in the chosen skill. In addition, choose any two additional skills from the following list: Crafting, Diplomacy, Insight, Medicine, Perception, Society or any other combat skill. Place one training rank in each of the selected skills.
Deity
You must choose one deity as your patron. Each deity will list four Divinities of magic to which they grant access.
Magic
You gain access to the Discipline of Divine Magic. From this Discipline, you gain access to the Divinities of Community, Healing and Protection, as well as your choice of one Divinity from among those offered by your deity.
Place one training rank in Divine Spellcasting. Your spellcasting attribute is Charisma.
You automatically know all Power 1 spells from all Divinities to which you have access. In addition, you may select one Power 2 spell from among the Divinities to which you have access, and add it to your list of spells known.
Mana
Like all spellcasters, you fuel your spells with mana. The maximum amount of mana that you can have is equal to the number of training ranks you have in Divine Spellcasting, plus an amount equal to half your level (rounded down). You recover mana equal to half your level when you complete a short rest.
If you have a spellcasting class, use its mana rules in place of these.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Basic traits, regardless of their base class.
The following traits are available to your character as Expert traits, regardless of their base class.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.