Skip to main content

Martial Archetype
Comments from the Knuckle: This offering comes from my own campaign setting. The Sunsteel Templars are an order of holy knights who worship the goddess Valinta; the Queen of Light, and Empress of the Southern Stars. They are honor-bound to pass down both the written and oral traditions of their religion, and they wield flaming swords blessed by Valinta and her Eternal Light. After a year-and-a-half of my players asking how to play one in 5e, I finally present it here.

Sunsteel Templar

The lone guardsman who holds his post, securing the entry way of the basilica. The wandering warrior who passes along the Old Faith to any who with the patience to listen. Both of these fighters are Sunsteel Templars with significant ties to a religion, or a specific religious order. The flaming swords they wield are legendary throughout the land, symbolizing hope among the common folk; hope that the darkness will not overtake them this day.
     Note: The Acolyte and Soldier backgrounds are recommended for Sunsteel Templars.

Sanctified Steel
Starting at 3rd level, you learn the light cantrip, and you can cast it as a bonus action. Wisdom is your spellcasting ability. When you cast light on a weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and alights with harmless divine flames.
     Additionally, when you use a weapon with light cast on it to reduce a hostile creature to 0 hit points, the weapon flares with holy energy. The next attack made with it in the next minute has advantage and deals an additional 1d8 radiant damage on a hit.

Keeper of the Sacred Writ
Also at 3rd level, you gain proficiency with the Religion skill if you are not already proficient with it. If you are already proficient, you can pick one of the other Intelligence skills to gain as your bonus skill proficiency. Your proficiency bonus is doubled for any Intelligence (Arcana) or Intelligence (Religion) check you make that applies your proficiency bonus.

Light Bringer
Starting at 7th level, you learn the sacred flame cantrip. In addition, you can cast the spell divine favor once, and regain the ability to do so when you finish a short or long rest, and the spell daylight once, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Blinding Furor
Starting at 10th level, your blade moves blindingly fast. When you make a weapon attack against a creature that you can see, you can force that creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or become blinded for 1 minute. The creature can repeat their saving throw at the end of their turn, ending the effect on a success.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Tongues of Flame
Starting at 15th level, when you are hit with an attack by a creature that you can see within 60 feet of you, you can use your reaction to deal fire damage equal to 5 + your Wisdom modifier to the attacker.

Temple Guardian 
Starting at 18th level, you can cast spirit guardians once as a 5th-level spell, without spell components, and regain the ability to do so when you finish a short or long rest. You must obey all other rules of spellcasting. Wisdom is your spellcasting ability.

 

 

Leave a Reply