Templar Base Class 3.5 - minority report


The Templar class went from the best class in 2E, to a 4th tier class in 3.5e from Athas dot org. This is an attempt to redress this, and make the templar more interesting (bringing the templar up to second tier, possibly first tier depending on how you handle prestige classes).

You will notice that the Templar base class is effectively 2 levels long. None of the class features are connected to the base class itself - rather, they are connected to skills.

Ideally, there would be a prestige class for templars of each city state to further differentiate the different kinds of templars. There is already some differences in spell lists from the pseudo-domain system that I implemented here. The Prestige Class Index 1 & 2 from Athas dot org already has some PrC templars from a couple of city states. Having them all would be nice.

I included a nicely formatted PDF version at the bottom.

Templar (Tpr)

Hit Die



To qualify to become a templar, a character must fulfill all the following criteria.


Within one step of patron sorcerer king on moral (good/evil) axis.

Class Skills

Appraise, Concentration, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (all skills individually), Literacy, Profession (bureaucrat, soldier, and investigator), Sense Motive, Spellcraft, Spot.

Skill Points at Each Level

6 + Int modifier.

Class Features

Weapon and Armor Proficiency

Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).

Sigil (Sp): Every templar receives a sigil that is the sign of their rank and station as a templar within their city’s templarate. The form of the sigil is unique to each city state but is always unmistakable for what it is. The sigil serves as your divine focus and allows you to use the spell-like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + your Cha modifier. These spell-like powers do not count against your total of spells per day.


You cast divine spells, which are drawn from the templar spell list on page 138 of Athas.org’s β€œDark Sun 3”. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. See table T2.

To cast a templar spell, you must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell’s level + the templar’s Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. The base daily allotment is given the Table. In addition, you receive bonus spells for a high Charisma score (PH 8).

You use your sorcerer king’s sigil as divine focus.

Pseudo Domains: You acquire a pseudo domain (which is a domain without the granted power) upon attaining a given number of ranks in Knowledge (Religion). At Knowledge (Religion) ranks 3, 7, 11, 15, and 19 you gain a new pseudo domain. Each pseudo domain thus acquired adds the spells of that domain to your templar class list but does not grant access to the domain’s granted power.

Sorcerer-Monarch Domains
Abalach-Re Death, War, Chaos, Charm, Lust
Andropinis Death, War, Law, Nobility, Fate
Borys Death, War, Destruction, Protection, Spell
Daskinor Death, War, Chaos, Madness, Tyranny
Dregoth Death, War, Destruction, Glory, Deathbound
Hamanu Death, War, Strength, City, Courage
Kalak Death, War, Magic, Trickery, Pride
Lalali-Puy Death, War, Animal, Plant, Elf
Nibenay Death, War, Shadow, Mind, Force
Oronis Death, War, Knowledge, Protection, Community
Tectuktitlay Death, War, Glory, Strength, Mysticism
Kalid-Ma Death, War, Knowledge, Law, Luck
Pennarin Death, War, Strength, Glory, Inquisition
Sielba Death, War, Charm, Protection, Pride
Sacha Death, War, Trickery, Nobility, Mind, Knowledge
Wyan Death, War, Nobility, Magic, Tyranny
Irikos Death, War, Passion, Slime, Suffering
Myron Death, War, Chaos, Pride, Protection

Secular Aptitude (Ex): At 1st level, you gain Secular
Authority as a bonus feat. In addition, you receive a
competence bonus to Secular Authority checks equal to
half your character level.

Craft Trinket (Ex): At 1st level, you gain Craft Trinket as a bonus feat.

Turn or Rebuke Undead (Su): Any templar, starting at 2nd level and regardless of alignment, has the power to affect undead creatures by channeling the power of his sorcerer king through his sigil (PH 33).

A good templar (or a neutral templar who worships a good sorcerer king) can turn or destroy undead creatures. An evil templar (or a neutral templar who worships an evil sorcerer king) instead rebukes or commands such creatures. A neutral templar of a neutral sorcerer king must choose whether his turning ability functions as that of a good templar or an evil templar. Once this choice is made, it cannot be reversed.

You may attempt to turn or rebuke undead a number of times per day equal to 3 + your Charisma modifier. A templar with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. You turn undead as a cleric of equal to your ranks in Knowledge (Religion) minus 3.

Careerist (Ex): As Diplomacy and Knowledge (Religion) are essential for your work as a templar, on attaining second level in the templar class the Diplomacy and Knowledge (Religion) skills remains class skills for any of your classes.

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Secular aptitude, Pseudo domains, Sigil, Craft trinket 5 3 β€” β€” β€” β€” β€” β€” β€” β€”
2nd +1 +3 +0 +3 Turn/Rebuke undead, Careerist 6 4 β€” β€” β€” β€” β€” β€” β€” β€”
3rd +2 +3 +1 +3 6 5 β€” β€” β€” β€” β€” β€” β€” β€”
4th +3 +4 +1 +4 6 6 3 β€” β€” β€” β€” β€” β€” β€”
5th +3 +4 +1 +4 6 6 4 β€” β€” β€” β€” β€” β€” β€”
6th +4 +5 +2 +5 6 6 5 3 β€” β€” β€” β€” β€” β€”
7th +5 +5 +2 +5 6 6 6 4 β€” β€” β€” β€” β€” β€”
8th +6/+1 +6 +2 +6 6 6 6 5 3 β€” β€” β€” β€” β€”
9th +6/+1 +6 +3 +6 6 6 6 6 4 β€” β€” β€” β€” β€”
10th +7/+2 +7 +3 +7 6 6 6 6 5 3 β€” β€” β€” β€”
11th +8/+3 +7 +3 +7 6 6 6 6 6 4 β€” β€” β€” β€”
12th +9/+4 +8 +4 +8 6 6 6 6 6 5 3 β€” β€” β€”
13th +9/+4 +8 +4 +8 6 6 6 6 6 6 4 β€” β€” β€”
14th +10/+5 +9 +4 +9 6 6 6 6 6 6 5 3 β€” β€”
15th +11/+6/+1 +9 +5 +9 6 6 6 6 6 6 6 4 β€” β€”
16th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 5 3 β€”
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 4 β€”
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 6 6 6 6


New Feat: Craft Magical Trinket [Item Creation]

You can craft magical trinkets of a minor sort. This feat is the foundation of magical item creation. All Athasian spellcasters get this feat at 1st level as a bonus feat.

Prerequisite: Caster level 1st.

Benefit: You can create magical trinkets just like the Craft Wondrous Item feat, except you may only craft magical trinkets based on 0th level and 1st level spells, with a caster level not exceeding 3rd level. The costs are the same as the Craft Wondrous Item feat.

If you do not know the spell to craft the magical trinket, can substitute a Spellcraft check to craft the item. As this is a trained skill, you must have at least 1 rank in Spellcraft to use the feature below.

A divine caster makes a check of DC 15 + spell level for divine spells in place of a required spell he doesn’t know or can’t cast. A divine caster can make check of DC 15 in place of a required 0th level arcane spell but cannot make a check emulate arcane spells of 1st level. Emulated arcane spells are simply divine versions of the arcane spell.

An arcane caster makes a check of DC 15 + spell level for arcane spells in place of a required spell he doesn’t know or can’t cast. An arcane caster can make check of DC 15 in place of a required 0th level divine spell but cannot make a check emulate divine spells of 1st level. Emulated divine spells are simply arcane versions of the divine spell.

A spellcaster with at least 1 caster level in both arcane and divine classes make a check of DC 15 + spell level for arcane spells or DC 15 + spell level for divine spells in place of a required spell he doesn’t know or can’t cast.

If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you cannot complete the item. You do not expend the XP or GP costs for making the item; Your progress is simply arrested. You cannot retry this Spellcraft check for that spell until you gain a new level (in any class).